Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The following White Dwarf Articles were taken from the “Realm of Inisfail” located at:
http://www.geocities.com/Area51/Cavern/2741/index4.html
WD227 WD241
Fleet of Foot Understrength Imperial Guard Squads
Special Characters Attack on Monitoring Station 88/999C
WD228 WD242
Abaddon the Despoiler New Lictor Rules
Legion of the Damned Squad
Marks and Gifts of Chaos WD248
Questions & Answers Land Raider Crusader
WD229 WD250
Ork Warbikes Amendment to Terminator Armour
Night Fighting Dark Eldar Vehicle Upgrades
Army of Death!
Tournament Rules WD251 (UK) / 250 (US)
Night Fighting: Expanded Rules
WD230 Space Marine Command Squads
The Road of Skulls - Chaos Cult Terminators Codex Eldar - Q&A
Necron Army List Codex Orks Q&A
Necron Attack! Scenario
Questions & Answers WD252 (UK) / 251 (US)
Vehicle Design Rules
WD231
Vehicle Design Rules - Modifications (from GW Website)
Codex: Space Wolves Preview Captain Tycho at Tempestora
(updated to include WD234 changes)
WD234
Grey Knights
Putting the Tzap into Tzeentch
Codex: Space Wolves Update (Already included)
WD235
Space Marine Chapter Names
Sisters of Battle Armoury and Wargear List
WD236
Legion of the Damned Additions
WD238
Of Roads, Craters & Other Things
Chaos Cultists
WD239
Battle Statistics
Necron Additions
Advanced Mission Selection
WD240
Colonel Schaeffer's Last Chancers
From WD 227
FLEET OF FOOT
Eldar are noted for their grace and agility, and are able to move more swiftly than other races when necessary. In the shooting phase
you may declare that an Eldar unit is going to run instead of shooting. Roll a D6. The score is the distance in inches the models in the
unit may move in that shooting phase. This move is not affected by difficult terrain.
The following models may not run:
• Eldar vehicles and jetbikes
• Any model with a saving throw better than 4+, except Dire Avenger, Howling Banshee and Fire Dragon Exarchs.
• The Avatar
• Anti-grav platforms or support weapons
• Dark Reapers
SPECIAL CHARACTERS
You may include special characters in your army if both players have agreed beforehand, in which case they replace the character or
troop type indicated. Special Characters follow all of the normal rules for their troop/character type unless mentioned otherwise in their
description. Unless otherwise stated, special characters may not have any additional wargear, but they may be accompanied by a
Command Squad, Retinue or whatever, and these have all the usual options.
Dark Angels
Space Wolves
Orks
Chaos Space Marines
Eldar
Imperial Guard
Heroes of the Imperium
DARK ANGELS SPECIAL CHARACTERS
COMMANDER AZRAEL,SUPREME GRAND MASTER OF THE DARK ANGELS, KEEPER OF THE TRUTH:
Force Commander
AZRAEL
Points WS BS S T W I A Ld Sv
Azrael 140 5 5 4 4 3 6 4 10 2+
Wargear: Power Weapon, bolter/plasma gun combi-weapon, frag & krak grenades, Terminator Honours, Iron Halo, Artificer Armour.
Lion Helm - all models within 3" count as being in 5+ cover vs. shooting.
Special Rules: Azrael, and any squad he is with, automatically pass all morale checks they are required to take.
EZEKIEL, GRAND MASTER OF LIBRARIANS, KEEPER OF THE BOOK OF SALVATION, HOLDER OF THE KEYS: Librarian
EZEKIEL
Points WS BS S T W I A Ld Sv
Ezekiel 130 5 5 4 4 2 5 4 10 2+
Wargear: Force Sword, bolt pistol, frag & krak grenades, Terminator Honours, Artificer Armour
Special Rules: Psychic powers - Smite & Storm of Destruction. Ezekiel, and any squad he is with, automatically pass all morale checks
they are required to take.
Special Rules: Standard Bearer - Dark Angels within 6" add +D3 to combat scores. Bethor, and any squad he is with, automatically
pass all morale checks they are required to take.
ASMODAI, INTERROGATOR-CHAPLAIN:
Chaplain
ASMODAI
Points WS BS S T W I A Ld Sv
Asmodai 75 5 5 4 4 2 5 4 10 3+
Wargear: Crozius Arcanum, Rosarius, bolt pistol, frag & krak grenades, Terminator Honours.
Special Rules: Asmodai, and any squad he is with, automatically pass all morale checks they are required to take.
Wargear: Chainsword, Master Crafted Bolt Pistol, Frag & Krak Grenades, Terminator Honours.
Special Rules: 4+ Invulnerable Save, All Space Wolves units within 6" gain +1 Attack when moving into assault and get to advance
3D6" if they break the enemy in the same round.
Wargear: Plasma Pistol, Crozius Arcanum, Bolt Pistol, Rosarius, Frag & Krak Grenades, Narthecium, Artificier Armour.
Wargear: Assault Cannon, Dreadnought Close Combat Weapon, Heavy Flamer, Smoke Launchers
Special Rules: Deduct 1 from all rolls on damage tables for hits on Bjorn. Treat 0 as no effect.
NJAL STORMCALLER:
Librarian
NJAL STORMCALLER
Points WS BS S T W I A Ld Sv
Njal Stormcaller 140 5 5 4 4 3 5 3 10 3+
Wargear: Force Weapon, Psychic Hood, Bolt Pistol, Frag & Krak Grenades
Special Rules: Psychic Powers - Smite & Storm of Destruction, Psyber Raven (+2 Attacks at S3, normal armour saves).
ORKS SPECIAL CHARACTERS
NAZDREG UG URDGRUB:
Warboss
NAZDREG
Points WS BS S T W I A Ld Sv
Nazdreg 82 5 2 5 4 3 4 4 9 2+
Wargear: Mega-Armour, Power Fist, Kustom Shoota ('Eavy Shoota with Assault 2), Frag & Krak Stikkbombz.
GHAZGHKULL MAG URUK THRAKA MIGHTY GOFF WARLORD AND LEADER OF THE WAAAGH!:
Warboss
GHAZGHKULL
Points WS BS S T W I A Ld Sv
Ghazghkull 91 5 2 5 4 4 4 4 10 2+
Wargear: Mega-Armour, Power Weapon, Kustom Blasta (Missile Launcher with Assault 2), Frag & Krak Stikkbombz
Special Rules: All Orks and Grots within 6" of Ghazghkull add +1 WS. Must be accompanied by Makari at the points cost given below.
Special Rules: Grots in the same unit have +1 WS and +1 T for +2 points per model
CHAOS SPECIAL CHARACTERS
See Codex Chaos Space Marines for details of the Chaos Space Marine characters. They cannot be printed here for copyright reasons,
as well as the Codex making the characters printed in WD obsolete.
ELDAR SPECIAL CHARACTERS
ELDRAD ULTHRAN:
Farseer
ELDRAD ULTHRAN
Points WS BS S T W I A Ld Sv
Eldrad 108 5 5 3 4 4 5 2 10 3+
Wargear: Shuriken Pistol, Staff of Ulthamar (Counts as Witch Blade, ignores armour)
Special Rules: Psychic Power - Runesight. No Ld test required to use Runesight. Invulnerable save. Add +1 to all Reserve rolls.
PHOENIX LORDS
Jain Zar, Maugan Ra, Asurmen, Karandras, Baharroth and Fuegan are all Phoenix Lords and so already included in the Eldar army list!
IMPERIAL GUARD SPECIAL CHARACTERS
COMMISSAR YARRICK:
Replaces Colonel, counts as Commissar
COMMISSAR YARRICK
Points WS BS S T W I A Ld Sv
Commissar Yarrick 88 5 4 3 3 3 4 3 10 4+
Wargear: Storm Bolter, Laspistol, Power Fist, Bale Eye (inflicts one S4 hit in the first round of assault)
Special Rules: 4+ Invulnerable Save. All Imperial Guard units with a model within 6" automatically pass Morale Checks (including
Yarrick's squad)
AL'RAHEM OF TALLARN:
Captain
AL'RAHEM
Points WS BS S T W I A Ld Sv
Al'Rahem 65 4 4 3 3 2 4 3 9 5+
Special Rules: Enemy suffer an additional -1 Ld if they lose an assault against Al'Rahem.
CHENKOV OF VALHALLA:
Captain
CHENKOV
Points WS BS S T W I A Ld Sv
Chenkov 60 5 4 3 3 3 4 3 10 4+
Special Rules: All Imperial Guard units with a model within 12" may re-roll failed Morale Checks (including Chenkov's squad).
HEROES OF THE IMPERIUM SPECIAL
CHARACTERS
URIAH JACOBUS, PROTECTOR OF THE FAITH:
Missionary
URIAH JACOBUS
Points WS BS S T W I A Ld Sv
Uriah Jacobus 64 4 4 3 3 3 4 3 9 4+
Special Rules: Uriah and any squad he is with automatically pass all Morale Checks they are required to make.
Wargear: Master Crafted Bolt Pistol, Mace of Valaan (+1S, Power Weapon), Rosarius
Wargear: Talon Of Horus, Daemon Sword Drach'nyen, Chaos Terminator armour. Mark of Chaos Undivided.
SPECIAL RULES
Special Character: A Chaos Space Marine army of 2,000 points or more may be led by Abaddon. If you decide to
take him then he counts as one of the HQ choices for the army. He must be used exactly as described here, and may
not be given additional equipment from the Chaos Armoury. In addition he may only be used in a battle where both
players have agreed to the use of special characters.
Talon Of Horus: With this armoured claw Horus fought the Emperor and strangled the Primarch Sanguinius. It was
torn from Horus's armour by Abaddon and is now fused to his own armour. The Talon mounts an early version of the
Imperial storm bolter on its back (which Abaddon may shoot in the shooting phase), and it is treated as a lightning
claw in close combat. The Talon is an icon of evil incarnate to the Imperium, so all Imperial units with a model within
6" of Abaddon must subtract -1 from their Leadership value. The only exception to this are Blood Angels Space
Marines, who hate the Talon because it was used to slay their primarch, and therefore add +1 to their leadership if
they are within 6" of it.
Daemon Sword Drach'nyen: The arcane blade borne by Abaddon contains the bound essence of
Drach'nyen, a writhing warp entity which can rend apart reality where the weapon strikes. In close combat Abaddon
is allowed to make one attack with Drach'nyen in addition to his normal compliment of three attacks with the Talon Of
Horus. The sword may never make more than one attack per turn, and no attack bonuses can be used to increase this
number. Any hit inflicted by the sword will wound automatically and the victim receives no saving throw for armour,
though invulnerable saves may be taken as normal. Vehicles struck by the blade are penetrated automatically. Last,
but by no means least, any model wounded by the sword is slain outright, no matter how many wounds it may have.
Chaos Terminator Armour: Abaddon's Terminator armour has been blessed by the fickle powers of Chaos. As well
as the abilities normally conferred by Terminator armour, it provides a 4+ invulnerable save that may be used against
attacks which would normally penetrate the armour automatically. In addition the armour will nullify any psychic
power used against Abaddon or that includes him in its area of effect on a D6 roll of 4+. Note that Abaddon may take
the Terminator armour's normal 2+ armour save or its 4+ invulnerable save, not both.
Independent Character: Unless accompanied by a retinue, Abaddon is an independent character and follows all the
special rules as detailed in the Warhammer 40,000 rulebook.
Retinue: Abaddon may be accompanied by a bodyguard of his finest warriors. See the Chaos Space Marine army list
for details.
Legion of the Damned
There are tales of the Legion of the Damned from all across the galaxy. Just who they are, and where their true loyalty lies, is a matter of
much speculation. Some even doubt they exist at all, but the heaps of corpses left in the wake of their awesome, implacable advance
cannot be disputed.
A Space Marine army may include a single Legion of the Damned squad as an Elites choice.
0-1 SQUAD: LEGION OF THE DAMNED
Points WS BS S T W I A Ld Sv
Marine 20 5 4 4 4 1 5 1 8 3+
Squad: The squad consists of between 5 and 10 Legion of the Damned Space Marines.
Weapons: Bolters. Any model may replace their boltgun with a bolt pis tol and close combat weapon at no extra points cost.
Options: One model in the squad may be armed with one of the following weapons: heavy bolter at +5 points; missile launcher at +10
points; or a lascannon at +15 points.
In addition one Space Marine in the squad may be armed with one of the following weapons: flamer at +6 pts; meltagun at +10 points;
plasma gun at +6 points.
The entire squad may be given frag grenades at an additional cost of +1 point per model and krak grenades at an additional cost of +2
points per model.
SPECIAL RULES
Apparitions: The Legion of the Damned appear from nowhere, completely unheralded. In every battle they use the
special Deep Strike deployment rules, even if the mission does not normally allow troops to Deep Strike. At the end
of every Space Marine turn after the Legion of Damned arrive, roll a D6. On a roll of a 1, the Legion of the Damned
disappear as eerily as they came - remove the models from the table immediately - victory points are earnt according
to their strength when they disappear (if only half of them are left, your opponent scores halt the unit's points value
in victory points, etc).
The Legion of the Damned may not be joined by an independent character, they always fight alone.
Fearless: It is debatable whether the Legion of the Damned are truly alive and have any real minds. Legion of the
Damned automatically pass any Leadership-based tests, including Morale checks, that they are required to make.
Terrifying: Any unit which loses an assault whilst fighting the Legion of the Damned suffers an additional -1
modifier to its Leadership for the subsequent Morale check.
MARKS OF CHAOS
Chaos Space Marine characters may dedicate themselves to one of the Chaos Powers by bearing that Power's Mark. A Chaos Space
Marine character may only bear a single Mark of Chaos. The effect of each Mark is described below. In addition, bearing the Mark of a
Chaos Power allows the model to take special items of Wargear, called Chaos Gifts, which are specific to their god. Marks of Chaos do
not count as Wargear choices but Chaos Gifts do.
• Mark of Khorne - 5pts: Models bearing the Mark Of Khorne add +1 to their Strength.
• Mark of Nurgle - l0pts: Models bearing the Mark Of Nurgle add +1 to their Toughness.
• Mark of Slaanesh - 5pts: Models bearing the Mark Of Slaanesh add +1 to their Attacks.
• Mark of Tzeentch - 25pts: Models bearing the Mark Of Tzeentch gain the psychic power Flames of
Tzeentch as detailed in the Chaos Sorcerer description. Note that Chaos Sorcerers are considered to
already have the Mark of Tzeentch and may not pick it a second time.
• Mark of Chaos Undivided - free!: Models bearing the Mark of Chaos Undivided may re-roll failed
Morale checks.
A: We didn't really have the space to talk about Ork clans too much in the 40K book, but they will be covered in the forthcoming Codex
Orks. In the intervening time all those Orks you've got are simply Orks! What colours they are painted won't affect their fighting ability
one jot.
Q: In the new edition of 40K only characters are allowed to use power swords and axes, but in the old edition I could arm whole
assault squads with 'em. The result being that I now have several squads which need their weapons breaking off and replacing. Why,
oh, why have you inflicted this dreadful fate upon me?
A: Of course you could always repaint your power swords/axes as normal swords and axes instead (both are 'close combat weapons' in
the new edition). Or you could simply leave them as they are and point out the interesting patina on your normal swords/axes to your
opponent (blued steel obviously).
Q: In spite of reassurances that old armies would be compatible with new 40K, I've discovered that my Eldar Guardians can no
longer have lasguns. Do I need to change their weapons to shuriken catapults?
A: Obviously you're confusing the alternative pattern shuriken catapults which have long been mis -identified as lasguns by Imperial
scholars. While the weapons carried by some Eldar Guardians bear some superficial resemblance to Imperial lasguns, closer examination
reveals a number of differences... etc, etc. Just as with the power swords question above it's not really necessary to change your
models, simply make it clear what's going on at the start of the game. Of course since all Guardians use shurikens these days, there's
nothing for an opponent to get confused about.
Q: In the Dark Eldar army list Raiders have two different points values listed: 35 and 55. Which of these is correct?
ORK WARBIKES
I've been watching Ork warbikes in games recently and I don't think they really work like they should. Because warbikes have twin-
linked big shootas they have the range to stay back and act like long range artillery. They also tend to stay back out of the way
because they're vulnerable to enemy fire (yeah they're Toughness 5 but they have virtually no armour save, come in small units and
make big, tempting targets). This lust seems wrong to me. Warbikes should be the outriders of the Ork advance, spearheading the
attack with a blaze of fire and the meaty roar of their engines. Anyway this got me to thinking and I cooked up the following army list
entry to replace the one for warbikes in the 40K rulebook. It's intended to encourage the warbikes to push forward and get in amongst
the enemy. Comments welcome please.
WARBIKE SQUADRON
Points WS BS S T W I A Ld Sv
Boyz 30 4 2 3 4(5) 1 2 2 7 6+
Nob +22 4 2 4 4(5) 2 3 3 7 6+
Options: Some warbikes are stripped of their big shootas and their riders fight as pure assault troops instead. In this case the warbikes
cost 20 points and the riders are armed with sluggas and additional close comb at weapons (chains, tire iron etc).
Character: At an additional cost of +22 points one of the bikers may be upgraded to a Nob. The Nob may be given any equipment
allowed by the Ork armoury with the exception of mega armour.
SPECIAL RULES
Short ranged: The bouncing, rattling progress of Warbikes is not conducive to hitting accurately at long range.
Therefore the warbikes' big shootas are limited to a maximum range of 18".
Hard to hit: As warbikes careen across the battlefield they kick up vast quantities of dust and oily exhaust fumes.
This gives them a 5+ saving throw as if they were in cover. Furthermore if an enemy shoots through a unit of
warbikes to hit another Ork unit behind it, the Ork unit behind counts, as in cover too. The warbikes' pollution cover
has no effect in close combat.
Psycho blastas: In an assault warbikers use their big shootas to blast the enemy at point blank range, breaking
through their lines in a storm of shells and shrapnel. This means that Ork warbikes charging into close combat strike
first and make a shooting attack on the enemy in the first round instead of fighting normally (i.e. roll 3 dice, hitting on
5+ but with a reroll to hit, any hits are resolved with a Strength of 5). Once the warbikes have resolved their shots
their opponents may fight back.
NIGHT FIGHTING
A quick one from Gav Thorpe
Two things led me to this idea. Firstly, I thought that the night-fighting rules aren't used that much, which is a shame because they
make for a very tense battle. Secondly, the Dark Eldar Slave Raid mission allows them to attack at night if they wish. Well, I thought if
they can do this, why can't other armies? So, I think that in the missions in the following list, the attacker can choose to attack during
day or night, with the night-fighting rules applying if they wish:
Any Battle or Raid missions; Breakout; Blitz; Blood Angels' Frontal Assault; Space Marines' Planetfall.
ARMY OF DEATH!
By Gav Thorpe
Blame Gordon Davidson. It was all his idea. Okay, now I've got that out of my system, I'll explain myself a little better.
Whilst writing Codex Blood Angels, Gordon and I were talking about the Death Company and, quite innocently on
his part I'm sure, Gordon brought up the concept of a whole Blood Angels army that has succumbed to the Black
Rage. That's right, an army of Death Company! Initially my well-honed Games Developer instincts recoiled in horror
from such a mad idea, but the more I thought about it, the more I couldn't escape the obvious appeal. So, to vent my
troubled soul I've put together this short article.
This was the first question that assailed me; is it It starts with a few Space Marines; their rage breaking
feasible, within the Blood Angels' background, for an forth with hysterical shouts, the quivering of powerful
entire army to succumb to the Black Rage? Well, of muscles, the blinding waking nightmare of the Black
course it is. I can easily picture the scene in my mind... Rage. Like stones cast into a puddle, these few send a
It is during a major campaign, perhaps the Battle for ripple of burning ire through their comrades, and more
Armageddon, and the Blood Angels Chapter is fully and more of the Blood Angels feel Sanguinius' ancient
mobilised. It is the eve of a large engagement and a energy rising through them. The Chaplains themselves
sizeable force of Blood Angels has assembled in prayer. fight hard against the urge, but even they cannot hold
When their thoughts turn to Sanguinius, they are against the surging tide of anger that sweeps around
assailed by visions of their Primarch's death at the them. There is no time for rituals now, no time-honoured
hands of Horus. All around them the world lies anointing of armour or prayers to Sanguinius and the
devastated by their foul enemies and it seems as if the Emperor. The whole army is filled with the need to bring
soil itself cries out for vengeance. Countless millions of terrifying destruction upon their enemies, to fulfill the
lives have been lost and their death cries still linger in charnel greed that suffuses their minds and bodies. As
the air. Infused with hatred, tormented across the one, the army spills forth towards the enemy, baying for
millennia by Sanguinius' bloody sacrifice, the Blood blood, chanting the battle cries of the Blood Angels.
Angels feel their anger rising uncontrollably. Who can Like a terrible storm they fall upon their foes, half-
blame them for succumbing to their savage instinct to blinded with rage. knowing nothing but the need to spill
kill and destroy the Emperor's enemies? Have they not blood; to tear their enemies apart; to wade knee-deep in
been raised and trained for just such a purpose? Are the gore of the Emperor's foes!
they not the protectors of mankind, with a sacred duty
to avenge those who have fallen?
IN THE WARHAMMER 40,000 GAME In addition the following rules apply during the game:
So it's perfectly feasible in the background, but how 1. All units add +1 to their Attacks and
do you field a Death Company army in a Warhammer Leadership. All characters add +1 to their
40,000 battle? Well, for a start you can fight only with Attacks.
the agreement of your opponent - you can't just turn 2. All units automatically pass any Morale
up with a Death Company army for any old battle! checks they have to make.
Secondly, it's unlikely that any but the most frenzied 3. All models benefit from the Ignore Injury rule
Blood Angels player is going to have enough Death as detailed in the Death Company entry of the
Company models to field an entire army of them! army list.
I've come up with the ARMY OF DEATH! Mission 4. Librarians may not use their psychic powers
which follows. Forces are chosen as for the Battles or a force sword.
scenario, with the following exceptions to the Blood 5. Do not roll a dice at the start of each turn for
Angels army: the Black Rage - every unit moves towards
1. No vehicles except Dreadnoughts, Rhinos the enemy as if you had rolled a 1.
and Razorbacks may be taken. As the whole army has gone mad at the same time, it's
2. All Dreadnoughts follow the rules given for assumed that they'll go to battle wearing their normal
Moriar the Damned, the Blood Angels special armour - there's no time to paint it black and adorn the
character (although their weapons and armour with symbolic wounds of Sanguinius (though
vehicle upgrades may vary). of I know some players, they will anyway!).
3. All units add +25% to their cost (rounding
up). For example, a Tactical Space Marine will
cost 19 points instead of 15, an Assault
Space Marine will cost 31 points, and so on.
4. Chaplains cost 75 points each but are not
accompanied by any extra Death Company.
5. As all your units are Death Company, it is
pointless rolling at the start of the game to
see if they become Death Company again...
OVERVIEW
A large force of Blood Angels has succumbed to the Black Rage and falls upon the enemy in a whirlwind of destruction. Their only
consideration is to annihilate their foes, while their enemies must do all they can simply to survive.
SET-UP
1. The defender deploys his entire force up to 24" from one of the long table edges.
2. The Blood Angels player deploys his entire force at least 24" from the defender's deployment zone. Any units which deep
strike may be kept in reserve. Any Blood Angels Infiltrators may deploy anywhere outside of the defender's deployment zone.
3. The Blood Angels get the first turn as they launch their assault.
MISSION OBJECTIVE
The Blood Angels must wipe out their enemies, totally destroying them if possible.
At the end of the game work out victory points as normal, with the following addition. The Blood Angels score double the normal
number of victory points for every enemy unit wiped out (not units that are falling back or have already fallen back oft the table edge).
Each defending unit that has not been destroyed, or is falling back off the table, is worth its points in victory points to the defender.
RESERVES
None.
GAME LENGTH
The game last a random number of turns.
LINE OF RETREAT
Units which are forced to fall back will do so towards the long table edge of their deployment zone, using normal fall back rules.
TOURNAMENT RULES
By Jervis Johnson
The following special rules will apply to the games played in the Warhammer 40K tournament.
All models used must be PAINTED Citadel Miniatures, of the appropriate type for the troops they represent. I'm not going to write a
legalistic definition of what constitutes an 'appropriate, painted Citadel Miniature', as you know what I mean as well as I do. Suffice to
say that an undercoat is not enough...
All weapons, armour options and upgrades chosen from the army list must be shown on the models themselves. For example, if you
pay the points to upgrade a model to be equipped with power weapon, then the model must have a power weapon. By the same token,
equipment shown on the model must be included in its points cost. For example, if a model in a unit has a lascannon, then you must pay
the points for it. The intent of this rule is to make sure that when an opponent looks at your army, then 'what he sees is what he gets'.
You may use converted Citadel Miniatures to represent troop types that are in the army list but are not yet available in the Citadel
range.
You must bring a copy of your army roster which you should keep with you when you are playing. The roster must include all of the
models in your army, their points value, the points value of any upgrades, and must specify which model is carrying any special
wargear that you decide to take. It is also important to remember that when you use a points limit in Warhammer 40K you can only
spend up to the limit agreed - this means that in a 1,500 point game you must spend 1,500 points or less. Remember, if you make a
mistake you will lose points, even if the mistake was a completely honest one.
THE OBJECTIVE
Both forces are seeking to clear the area of all enemy forces, securing ground as they go. The player that breaks the enemy first or
occupies the most quarters of the board at the end of the game wins.
To occupy a table quarter there must be no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area,
whilst you must have at least one unit of troops, bikes or cavalry over half strength or a mobile vehicle in the area.
Breaking the enemy is described below, but basically you need to reduce them to a quarter of their starting strength.
TOURNAMENT POINTS
The following system is used to work out how many tournament points you score in your game. Further points can be added for things
like how well painted your army is, etc. At the end of the tournament the player with the most points is the winner.
Win game = 14 points
Drew game = 10 points
Lose game = 6 points
• +1 per game your opponent has won and/or drawn more than you so far in the tournament (not including this game).
• +1 if you won the game by breaking the opposing army, or if the opposing army was within five models of being broken, or
your opponent conceded.
• +1 for each opposing HQ character that is killed. (Characters with a command squad or other form of bodyguard are worth +1
point if slain, even if the bodyguard survives).
• +1 if the enemy unit (not character) with the highest points value in the opposing army was dead, falling back or had left the
table at the end of the game. If there are several units that tie for 'most expensive unit', then you earn +1 point if one or more of
them is dead, falling back or fled.
• +1 if you have units in the opponent's deployment zone at the end of the game, and they have none in yours (units falling
back, immobilised vehicles, and characters don't count).
• -1 if no enemy unit has been reduced to half strength or less, or is falling back or has left the table, at the end of the game.
• -1 if your army includes more Elite choices than it includes Troop choices.
• -1 if your army includes more Fast Attack choices than it includes Troop choices.
• -1 if your army includes more Heavy Support choices than it includes Troop choices.
• -1 if, in the opinion of an umpire, you act in an manner likely to bring the honour of the hobby or the race of your army into
disrepute, when playing a game on one of the top ten tables. This includes things like arguing with the umpire about the rules
or being rude to an opponent, and also doing things like hiding your Khorne Berzerkers behind a wood for the entire battle so
your army can't be broken. Don't worry, you'll get at least one warning about such behaviour first, so you'll have a chance to
mend your ways!
Example: It's the fourth round and you win by breaking the opposing army (killing the army commander in the process), against an
opponent with a better win~loss record than your own. You score 14 (win) +1 (broke enemy army) +1 (opposing character killed) +1
(tougher opponent) = 17 points.
PLEASE NOTE THAT THIS A MARK 1 VERSION OF THE TOURNAMENT RULES AND SLIGHT CHANGES MAY OCCUR IN THE
FUTURE.
From WD 230
Noise Marine Terminators: +1 Attack. Also Noise Marine Terminators may replace their combi-bolter with a sonic blaster at +10
points. Up to three models in the squad may replace their combi-bolters with one of the following weapons: blastmaster at +30 points,
or a doom siren at +15 points.
Thousand Son Terminators: Shooting attacks that have a Strength of 4 or less will not effect a Thousand Sons Terminator.
Fearless: In addition to the above, all Cult Terminators are Fearless and therefore will never fall back and cannot be pinned. They are
assumed to automatically pass any Morale Check.
NECRONS
The Necrons are a biologically dead race that was wiped out in a galaxy wide catastrophe approximately 60 million years ago. Faced
with extinction the Necrons constructed metal bodies as repositories for their hyper-advanced minds. To weather the impending
galactic bio-meltdown the Necrons constructed huge stasis chambers to shelter inside. They have been there ever since, resting until
such time that the galaxy was safe for them to emerge.
Special Rules
1. Necron Weapons
Necrons have four different kinds of Gauss weapon; the Gauss Gun carried by Necron Warriors, larger Gauss Blasters carried by
Necron Immortals and the Heavy Gauss Cannon, mounted on Necron Destroyers. The fourth type of Gauss weapon is the Gauss
Grenade. Unlike most other weapons, Gauss weapons have the ability to 'flay' chunks of metal from even the most heavily armoured
vehicles and this gives them a certain amount of penetrating power beyond what might be expected. To represent this a hit on a vehicle
will always score a Glancing Hit on the score of a 6, even if the target's armour value is greater than could normally be penetrated.
Necron Lords carry a Staff of Light - a mysterious short ranged weapon. Gauss Grenades are used in assaults against vehicles. Any hit
inflicted on the target by a unit equipped with Gauss Grenades will score a Glancing Hit on a D6 roll of a 6 regardless of the vehicle's
armour value. However, as with Krak Grenades and Melta Bombs, only 1 attack can be made per model. No bonus attacks are added
from anything.
2. Morale
Necrons do have to take Morale Checks normally, but a broken Necron Squad that is assaulted will automatically regroup - the Necrons
consider their withdrawal in the light of the immediate danger. This also applies if the enemy advances after the Necron Unit after
breaking them in an assault - the broken Necrons regroup at the end of their Fall Back move, just like Space Marines. Note that Necrons
can still be killed by Crossfire. They will not be actually destroyed, but will use their internal teleporters to remove themselves from the
battlefield before they sustain serious damage.
4. We'll Be Back
If a Necron Warrior, Immortal or Character model should be killed, do not remove it from the tabletop, but lay the model down instead.
The model is out of action but, being a Necron, may get a chance to come back. At the start of the Necron player's turn, roll a die for
each out of action Warrior or Immortal that is within 6" of at least one other 'living' Necron model of the same type. If there are any out
of action Warriors or Immortals that are not within 6", they will automatically phase out - remove them from the battlefield. The Necron
player can also roll a die on behalf of a Lord that is out of action, regardless of whether there are other Necrons near him or not. Necron
models hit by a weapon that autokills (weapons with a Strength that is twice the Necron's Toughness) are totally annihilated and are
removed straight away - there is no chance of self-repair.
Score Result
1-3 Necron is beyond repair. Remove the model as a casualty.
4-6 Necron rises to its feet to carry on fighting. It will move immediately to join the closest unit of the same type, if it is a Warrior or
Immortal. Once the Necron has joined the unit (is within 2" of another unit member), the Necron moves and fights with it - any
movement it may have already made is disregarded.
Elites
Necron Immortal - 28 points each
Necron Immortals are heavily armoured, extremely tough Necrons, who carry the terrifying Gauss Blaster weapon.
WS BS S T W I A Ld Sv
4 4 4 5 1 2 1 10 3+
Squad: 5-10 Necron Immortals
Weapons: Gauss Blasters
Options: The entire squad can have Gauss Grenades at a cost of +2 points per model.
Troops
Necron Warrior - 18 points each
Necron Warriors are super tough robotic killing machines of unknown origin, armed with the deadly and equally mysterious Gauss Gun
WS BS S T W I A Ld Sv
4 4 4 4 1 2 1 10 3+
Squad: 5-10 Necron Warriors
Weapons: Gauss Guns
Options: The entire squad can have Gauss Grenades at a cost of +2 points per model.
Fast Attack
Necron Destroyer - 50 points each
Necron raiding forces are accompanied by swarms of aerial attack vehicles, or Destroyers.
WS BS S T W I A Ld Sv
4 4 4 4(5) 1 2 1 10 3+
Squad: 3-5 Necron Destroyers
Weapons: Gauss Cannon
Options: Up to one Destroyer per squad may upgrade its Gauss Cannon to a Heavy Gauss Cannon at +10 points. Range 36", S9, AP3,
Heavy 1. All the normal Gauss rules apply.
Special Rules: Destroyers are the equivalent of Jet Bikes and follow all the normal rules. If a Destroyer goes out of action, it cannot
return. However, its rider may make the roll, so long as he is within 6" of a Necron Warrior unit. Otherwise, follow the I'll Be Back Rules
as normal.
Scarab - 6 points
Necron Raids include large numbers of small beetle-like robots, dubbed Scarabs by the Imperial Guard. These Scarabs latch themselves
onto enemy machines before self destructing in spectacular explosions.
WS BS S T W I A Ld Sv
4 0 3 3 1 2 1 10 3+
Squad: 5-10 Scarabs (updated - WD239)
Special Rules: Scarabs move and fight in the same way as Jet Bikes, though they do not get a +1 Toughness bonus. Instead of
attacking in close combat, a Scarab can self destruct instead. This causes one automatic hit on each target in base contact at Strength 3
an AP2. Against vehicles this causes 3+2D6 Penetration. The Scarab is destroyed by this and cannot save or roll to repair.
Necron Attack
Necron Scenarios
When fighting against Necrons, use the following Force Organisation charts and Mission Generator. These represent surprise attacks
by Necrons, enemy forces stumbling on a Necron stasis chamber or the Necron's enemies making a concentrated effort to capture or
destroy a Necron base.
Necron Force
Note that the Necrons do not have any Heavy Support units at the moment, but they may be added at a later date.
Compulsory - 1 HQ, 2 Troops
Optional - 1 more HQ, 4 more Troops, 2 Heavy Support, 3 Elites, 3 Fast Attack
Enemy Force
As you can see below, the Necrons' foes do not have access to many specialised units - the Necrons are often found on very isolated
worlds by small scouting forces and there have been no reports of them engaging in large scale battles with a numerous foe.
Compulsory - 1 Troops
Optional - 1 HQ, 5 more Troops, 2 Heavy Support, 1 Elite, 2 Fast Attack
Terrain
Set up the terrain in any mutually agreeable manner, taking into account any special features due to the mission being fought
Selecting a Mission
1 Breakout - Necrons are the Defenders
2 Night Fight
3 Rescue
4 Ambush - Necrons are always the Attacker, even against Dark Eldar
5 Strongpoint Assault - Use Strategy Ratings to determine the Attacker. The Necrons have a Strategy Rating of D3.
6 Meatgrinder - Necrons are always the Attacker, even against Dark Eldar
A: In all cases like this it is the units that were originally chosen by the player which are important, and VPs are awarded for them.
Models which go off and join other units are considered casualties for the purposes of working out half strength and victory points for
the unit they left. The original size of a unit is used for calculating a unit's half strength for victory points, even if it has had models
added in later. However a unit's current size is used for working out if it has suffered 25% casualties in one turn and needs a Morale
check.
For example: take two Ork mobs, both 16 strong when they are chosen by the Ork player. One mob is badly battered in the game and
reduced to 8 strong, but manages to 'mob up' with the other Orks, making them 24 strong. At the end of the game the mob which was
battered and joined the other Ork mob is considered destroyed for the purposes of VPs; the surviving Orks which mobbed up are
considered casualties. The other mob which got boosted to 24 models strong only counts as half strength for victory points if it gets
reduced to 8 models (50% of its original size)
Q: In the rules for units being partially engaged in close combat it seems to imply that unengaged models may fire in the shooting
phase but doesn't state specifically whether they can or 'can't. Is it allowed to shoot with unengaged models? And may they shoot at
enemy models from the unit attacking their buddies?
A: Yes, unengaged models may shoot with the normal restrictions. They may not shoot at enemy models attacking their buddies unless
the enemy unit is making a sweeping advance (see p69). However I suspect that this question is arising because the rules for drawn
combats are not very well stated in the book. If a unit loses a close combat but passes its Morale check the result counts as a Drawn
Combat (also p69). This means that all unengaged models move in to join the fight, moving up to 6" to fight an enemy model (going for
unengaged opponents first). If this rule is applied, unengaged models at the peripheries of a close combat become something of a
rarity; after the first round of fighting one of the units fighting will either fall back or both sides will move in any unengaged models to
carry on the fight next turn.
For example: the Space Marine unit charges into the Ork unit. In the subsequent close combat the Space Marine unit succeeds in
killing one Ork model, whereas the Ork unit inflicts no casualties in return. The Ork unit has to make a morale check for losing the
combat and passes it, meaning that the combat counts as a draw. As both units have unengaged models t o move in to the fight they
roll off to see who moves first. The Ork player wins and moves his Ork Nob and Ork Boy into close combat with the two unengaged
Space Marine models.
RAPID FIRE
Q: Can Eldar Wraithlords take cover saves?
A: No.
Q: Do frag grenades or cover override the penalty of striking last for using a power fist?
A: No.
Q: The Space Marine Codex lists vehicle upgrades in several different places which sometimes contradict each other. What are the
proper rules?
A: Vehicles may only take upgrades specifically listed in their army list entry.
From WD 231
Special Rules
'For they shall know no fear' & Drop Pods - As found in Codex Space Marines, these apply as normal to the Space Wolves.
Acute Senses - Space Wolves may reroll the dice when rolling to determine how far a Space Wolf unit can see at night. This roll must
be accepted, even it is worse than the first.
Blood Feud - Space Wolves never forget a grudge and have had millennia long feuds with both the Thousand Sons and the Dark
Angels. When fighting in close assault with troops from these armies, they will always need a 3+ to hit, regardless of respective
Weapon Skills. However, the Thousand Sons and Dark Angels will also only need a 3+ to hit.
'No matter the odds' - Space Wolves ignore all negative modifiers for Morale Checks for being out numbered in close combat. In
addition, Blood Claws and Wolf Scouts may never choose to fall back voluntarily and must always charge if one of their models is
within 6" of the enemy, unless the pack is led by a Wolf Guard champion or Independent Character.
Counter-Charge - If charged, Space Wolves will spring up and counter-charge. Unengaged Space Wolf and Fenrisian Wolves from a
unit that has been charged may move up to 6" to get into base to base contact with the enemy. These models do not receive +1 Attacks
for charging, but will fight with their full number of Attacks. Dreadnoughts and Long Fangs may not counter-charge. Models may
counter-charge a Sweeping Advance, so long as they did not Rapid Fire or shoot heavy weapons in their Shooting Phase.
Frost Blade or Frost Axe - Treated as a Power Weapon and adds +1 to the user's Strength.
Rune Staff - A Rune Priest with a Rune Staff may reroll his Psychic Test if he rolls a 12. The second result must be accepted.
HQ
Space Wolf Heroes
Points WS BS S T W I A Ld Sv
Wolf Guard 30 4 4 4 4 1 4 2 9 3+
Wolf Guard Hero 50 5 5 4 4 2 5 3 9 3+
Wolf Lord 75 5 5 4 4 3 5 4 10 3+
Fenris Wolf +10 4 0 4 4 1 4 2 8 3+
A Space Wolf army must be led by either a Wolf Lord, Wolf Guard Hero or Wolf Guard.
Options: The Space Wolf Hero may be given any equipment allowed from the Space Wolves Armoury.
SPECIAL RULES
Independent Character: Unless accompanied by a Command Squad a Space Wolves Hero is an independent
character and follows all special rules as detailed in the rulebook.
Fenris Wolf: A Wolf Lord may be accompanied by up top four Fenrisian Wolves. They must remain with 2" of him at
all times, effectively forming a small unit of their own. The Wolves may be transported in a vehicle as normal and may
follow the Wolf Lord if he rides a bike, but he may not have both the Wolves and a Jump Pack - they can run fast, but
cannot fly!
Rune Priest
Points WS BS S T W I A Ld Sv
Rune Priest 65 5 5 4 4 2 5 3 9 3+
Where other Chapters have Librarians, the SW have Rune Priests. These grim warriors have potent psychic powers based upon the
native Fenrisians' own shamanic traditions.
Options: May take any equipment from the Space Wolves Armoury, plus Librarian Only items.
SPECIAL RULES
Independent Character: A Rune Priest is an independent character and follows all special rules as detailed in the
rulebook.
Psychic Power - Storm of Destruction: Used in the Assault Phase, the Rune Priest may reroll any missed attacks that
turn.
Wolf Priest
Points WS BS S T W I A Ld Sv
Wolf Priest 75 5 5 4 4 2 5 3 9 3+
Fenris Wolf +10 4 0 4 4 1 4 2 8 3+
Where other Chapters have both Apothecaries and Chaplains, the Space Wolves have Wolf Priests. These dour warriors combine the
attributes of both medic and cult leader.
Weapons: Crozius Arcanum and Rosarius
Options: Any equipment from the Space Wolves Armoury and any Chaplain or Apothecary Only items.
SPECIAL RULES
Independent Character: A Wolf Priest is an independent character and follows all special rules as detailed in the
rulebook.
Fenris Wolf: A Wolf Lord may be accompanied by up top four Fenrisian Wolves. They must remain with 2" of him at
all times, effectively forming a small unit of their own. The Wolves may be transported in a vehicle as normal and may
follow the Wolf Lord if he rides a bike, but he may not have both the Wolves and a Jump Pack - they can run fast, but
cannot fly!
Iron Priest
Points WS BS S T W I A Ld Sv
Iron Priest 100 5 5 4 4 2 5 3 9 3+
Iron Priests are unique to the Space Wolves Chapter, but have much in common with the Techmarines of other Chapters. The Iron
Priest look after the many technical systems in the Fang, supervising engineering projects and all other comp lex technical tasks
undertaken everyday.
Options: Any equipment from the Space Wolves Armoury, plus any Techmarine Only items.
SPECIAL RULES
Independent Character: A Iron Priest is an independent character and follows all special rules as detailed in the
rulebook.
Elites
0-1 Wolf Guard
Points WS BS S T W I A Ld Sv
Points WS BS S T W I A Ld Sv
Wolf Guard 30 4 4 4 4 1 4 2 9 3+
The Wolf Guard are the bravest warriors of each Great Company - the chosen battle brothers of the Great Company's Wolf Lord. The
Wolf Lord favours his chosen battle brothers with gifts such as antique weapons, ornate armour of ancient origin, and, of most
precious of all, immense suits of Terminator armour.
Squad: You may include up to 5 Wolf Guard models, plus one more for every full 500 points in the army. This restriction aside there is
no minimum or maximum number you may choose.
Wolf Guard Champions: Wolf Guard models may be attached to any Space Wolves pack. Such a champion is a member of the pack and
may never leave it. They may not take any sort of heavy weapon and if they lead Wolf Scouts, they may not wear Terminator Armour.
Wolf Guard Retinue: Any not used as Champions form a single squad called a retinue. This squad must start the battle with at least
three models. One model may be upgraded to a Standard Bearer. If the army includes a Space Wolf Hero, he must be set up as part of
the retinue and may never leave it.
Options: All models may be given any equipment from the Space Wolves Armoury, including Independent Character Only items.
Models carrying heavy weapons may not carry any other weapons.
Wolf Guard Heavy Weapons: One in every three Wolf Guard may be armed with the following heavy weapons:
Wolf Guard Terminators: Any number of Wolf Guard may be given Terminator armour with a storm bolter
and power fist at a cost of + 15 pts per model. Any model may replace its power fist for a power weapon or
storm shield at no additional cost, or with a chain fist or lightning claw at +5 pts. Any model may replace its
storm bolter with a thunder hammer or lightning claw at a cost of +5 pts.
Terminator Heavy Weapons: Assault Cannon/Power Fist +45, Heavy Flamer/Power Fist +35, Cyclone
Missile Launcher and Storm Bolter +30.
Power Armour Heavy Weapons: Heavy Bolter +15, Missile Launcher +20, Lascannon +35, Multi-Melta
+35, Plasma Cannon +35
Transport: A Wolf Guard Retinue may be mounted in a Rhino at +50, Razorback at +70, or Land Raider at +250. Rhinos and Razorbacks
may only be used if all models in the retinue have Power Armour. See the transport entry and Land Raider entry for upgrade options.
SPECIAL RULES
No Deep Strike: Space Wolves in Terminator Armour may NOT Deep Strike.
Dreadnought
Points WS BS S Front Side Rear I A
Dreadnought 85 5 4 6(10) 12 12 10 4 2
Type: Walker
Weapons: The left arm has a Dreadnought Close Combat Weapon and a Storm Bolter. The Dreadnought's right arm is equipped with;
Assault Cannon +30, Twin-Linked Lascannon +50, Twin Linked Heavy Bolter +30, Multi-Melta +40, Plasma Cannon +40, Twin Linked
Autocannon +35
Options: The Dreadnought may have the following upgrades; Extra Armour, Searchlight, Smoke Launchers. The Storm Bolter may be
upgraded to a Heavy Flamer at +10. The left arm may be upgraded to a Missile Launcher for +10.
SPECIAL RULES
Rare: Only one Dreadnought may be used per full 1000 points in the army.
Old & Wise: If at least one Dreadnought is included in an army then it may reroll the dice if the Mission being
played dices off to see who gets first turn.
Troops
Grey Hunter Pack
Points WS BS S T WI A Ld Sv
Grey hunter 16 4 4 4 4 1 4 1 8 3+
Sergeant 16 4 4 4 4 1 4 1 8 3+
Squad: 1 Grey Hunter Sergeant and between 4 and 9 Hunters.
Options: Up to two models may replace their Close Combat Weapons for; Power Weapon +10, Power Fist +15. In addition, two models
may replace their Bolt Pistols for a Plasma Pistol at +10. The Sergeant may be armed with one of the following weapons: power weapon
at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts. The entire pack may have Frag
Grenades at +1 per model and Krak at +2 per model.
Transport: The entire Squad may be mounted in a Rhino at +50 or Razorback at +70.
Wolf Scouts
Points WS BS S T WI A Ld Sv
Scouts 12 4 4 4 4 1 4 1 7 4+
Scout Sergeant 14 4 4 4 4 1 4 1 8 4+
Squad: 1 Sergeant and between 4 and 9 Scouts
Options: One Scout Squad may choose their equipment as normal from the Space Marine Codex. All other squads may choose from the
following. Any model may replace their Bolt Pistol and Close Combat Weapon for a Bolter or Shotgun for no cost. The entire pack may
have Frag Grenades at +1 per model and Krak at +2 per model. The Sergeant may be armed with one of the following weapons: power
weapon at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts.
SPECIAL RULES
Infiltrators
Fast Attack
Blood Claw Pack
Points WS BS S T WI A Ld Sv
Blood Claw 24 4 4 4 4 1 4 1 7 3+
Sergeant 26 4 4 4 4 1 4 1 8 3+
Squad: 1 Sergeant and between 4 to 9 Blood Claws
Weapons: Bolt Pistol, Close Combat Weapon and Frag Grenades. The whole squad has Jump Packs.
Options: Up to two models may replace their Close Combat Weapons for; Power Weapon +10, Power Fist +15. In addition, two models
may replace their Bolt Pistols for a Plasma Pistol at +10. The Sergeant may be armed with one of the following weapons: power weapon
at + 10 pts; power fist at +15 pts; plasma pistol at + 10 pts; melta gun at + 10 pts; plasma gun at +l2pts. The entire squad may have Krak
Grenades at +2 points per model and Meltabombs for +4 per model.
Bike Squad: All models can replace their Jump Packs for Space Marine Bikes with Twin-Linked Bolters at +10 per model.
SPECIAL RULES
Remove Jump Packs: Each model reduced in cost by 10 points.
Heavy Support
Long Fangs Pack
Points WS BS S T WI A Ld Sv
Long Fang 18 4 4 4 4 1 4 1 9 3+
Sergeant 18 4 4 4 4 1 4 1 9 3+
Weapons: Bolters. The Sergeant may exchange his Bolter for a Bolt Pistol and Close Combat Weapon for no extra cost.
Options: Up to four Long Fangs may have; heavy Bolter +15, Missile Launcher +20, Lascannon +35, Multi-Melta +35, Plasma Cannon
+35. The Sergeant may be armed with one of the following weapons: power weapon at + 10 pts; power fist at +15 pts; plasma pistol at +
10 pts; melta gun at + 10 pts; plasma gun at +l2pts.
Transport: The entire Squad may be mounted in a Rhino at +50 or Razorback at +70.
Drawn Combats
Note that a combat where one side lost but passed its morale check is considered a drawn combat, and that drawn
combats do not only occur when both players roll the same number on the Moral High Ground dice roll. Basically, if
neither side runs away at the end of a combat, then it is drawn, and unengaged models from each side must move up
to 6" towards the enemy and try to get into the fight (see the rule drawn combats on page 69 of the rules).
Sweeping Advances
Models that make a sweeping advance may be fired on by the enemy before the next assault phase, but only if it is
the enemy player's turn (i.e. you don't get to shoot in the shooting phase unless it is your own turn). The unit making
the sweeping advance can be fired upon by any enemy units (subject to range and line of sight of course), not just
the one being assaulted.
Set-Up
1. The defender's deployment zone is up to 18" on from one of the long table edges, in which they may place
fortifications. The attacker's deployment zone starts 18" further towards the opposite edge.
2. The defender's HQ must be set up on the table, but any Fast Attack unit must be placed in reserve. Other units
have the option of being reserves or being set up on the table. Once decided, set up using the Hidden Set Up rules.
The HQ must be at least 12" from any edge.
5. Any attacking infiltrators may make one free move, ignoring terrain. Eldar may NOT Fleet Foot.
Grey Knights
By Adam Beany and Andrew Denner
In an effort to stem the tide of foulness I have determined to release details of the Grey Knights. This most secret of Space Marine
forces operates within the jurisdiction of the Inquisitorial Ordo Malleus, or Daemon hunters as they are commonly known. I've received
many (many) letters on the subject of these stalwart defenders and have selected the ideas of Andrew Denner of Bristol and Adam
Beany of West Wickham as being reasonably sane renditions of their powers, in line with the 3rd edition Warhammer 40,000 rules.
These elite Daemon hunters are the scourge of Chaos. Psykers of the highest potency, their minds hardened with piety and resolve,
they train endlessly in their fortress monastery on Titan, waiting to be called into action to battle the creatures of the warp.
Any Imperial force that is involved in a battle against the forces of Chaos may include a Grey Knight Terminator squad. These elite
Marines are never wasted against lesser opponents and may only be included to fight against a Chaos foe. They are always reserves,
regardless of whether the mission being fought allows reserves. Grey Knight Terminators will not deploy until their enemy has been
identified and the location co-ordinates transmitted. Then they teleport to the location and assault the unholy menace.
Squad: A Grey Knight Terminator Squad consists of between five and ten Grey Knight Terminators. The +1 Attack bonus for having
Terminator honours and the Terminator armour's 2+ save have been included in the characteristics above. The squad counts as an
Elites choice.
SPECIAL RULES
Chaosbane: Grey Knights may only be fielded against Chaos opponents.
Reserves: Grey Knights are always held in reserve, even if the mission does not allow reserves. In addition they may
only deploy once one of the following criteria is met:
A — There are Daemons present on the battlefield (Greater Daemons, Daemon Princes, Daemon packs, beasts or
cavalry, Juggernauts or Nurglings).
B — A Chaos Sorcerer uses a psychic power.
Equipment: Grey Knights are armed with two items exclusive to their order, the Nemesis Force Halberd and the Aegis
Suit.
Nemesis Force Halberd — This potent weapon functions as a power weapon (negates armour saves)
and in addition, always wounds Daemons on a 2+ in close combat. It also incorporates a storm bolter which can be
fired providing the Grey Knight is not in combat.
Aegis Suit — Woven into the Grey Knight Terminator armour is an insulated Aegis layer. This, coupled with the
armour's purity seals and blessings, allows a Grey Knight squad to negate psychic powers as if armed with a Psychic
Hood (see Codex Space Marines). However Grey Knights may only attempt to negate psychic attacks that target the
Grey Knight squad itself. Only one roll is made to negate the attack, irrespective of how many Grey Knights are
targeted.
Psychic Power: Holocaust — The squad as a whole has the psychic power Holocaust, and it may be used at any
point during The assault phase if the squad passes a Psychic test. Place the Ordnance template in contact with one
of the Grey Knights. All models under the template suffer a Strength 5 hit at AP5. Wounds inflicted count towards
the combat result.
Fearless: Grey Knights are fearless and are assumed to pass any Morale check or Pinning test that they are required
to make.
Putting The Tzap Into Tzeentch
By Jervis Johnson
Since Codex Chaos came out, a number of Chaos players have pointed out a couple of anomalies in the army list. Basically a couple of
last minute changes to the list were not thought through quite as thoroughly as they could have been. To make up for this, below are
some corrections that Chaos players can use when they field an army:
1. Daemon Princes that are given a psychic power count as having a BS of 3 when they use it. Thus a Tzeentch Daemon Prince
can be given the psychic power Flames of Tzeentch and actually hit something with it!
2. A Thousand Sons Chaos Space Marine in a Tzeentch Chaos Lord's retinue may be designated as the retinue's standard
bearer, and can be given the Blasted Standard. Note that a Thousand Sons standard bearer is not an Aspiring Champion and
retains his normal characteristics.
3. Use the limitations to Vehicle Upgrades included in each vehicle's entry in the army list itself, and ignore the restrictions on
page 6. In addition, the havoc missile launcher is not just limited to Chaos Dreadnoughts as stated on page 21, and instead
can be taken by Dreadnoughts and other Chaos vehicles that may have 'any of the vehicle upgrades'.
4. Some Tzeentch players have noted that the lack of Aspiring Champions in their army makes it difficult to summon a Greater
Daemon, not to mention that when it does appear it tends to take over a rather powerful character. To overcome this I've
decided that you can roll one D6 for each unit of Thousand Sons Space Marines that has exactly nine models (nine being the
sacred number of Tzeentch, you see). Roll to see if a model in the squad is possessed at the start of the assault phase, before
rolling to see if any characters are possessed. If you roll a four or more then one of the Thousand Sons is possessed by the
Greater Daemon. You can decide which model to replace.
5. The entry for Khorne Berzerkers tells you the whole squad can be mounted in a Rhino. This, of course, only applies if there are
ten or less models in the squad. While on the subject of Rhinos, a couple of players have asked what happens if a character in
a Rhino is possessed by a Greater Daemon, as the Daemon clearly couldn't fit inside the vehicle. Although I was seriously
tempted to have the Greater Daemon hack its way out, it seems more sensible to assume that the character manages to stagger
out of the vehicle before he changes, and therefore the Greater Daemon model should be placed within 2" of the vehicle and at
least 1" away from any enemy models, just as if he'd disembarked.
6. For the record, Juggernauts can't mount transport vehicles, or fly if their rider has wings.
7. There have also been a few questions asked about the Cult Terminator rules that appeared in White Dwarf 230. Those of you
that are using them should note that the idea is simply that the model uses the character upgrades from its normal entry in the
list, and uses the characteristics (with the adjustments given in WD230), equipment and equipment upgrades from the
Terminator entry. Noise Marine Terminators can swap a combi-bolter for a sonic blaster, and the one that can have a heavy
weapon may choose to take a blastmaster instead of the standard choices (this is a change to the original entry in WD230).
8. Finally, a number of players have pointed out that it's possible to take an Aspiring Champion for one of the cult Chaos Space
Marine squads, and give them a Mark of Chaos from a different patron god (i.e. giving the Mark of Slaanesh to an Aspiring
Khorne Berzerker Champion). To be honest I find it hard to believe that any true and dedicated follower of Chaos would even
think of doing such a thing, and the people who suggest they would are simply doing their best to further perpetuate some of
the vile rumours and slanders that are fold about the followers of the dark gods. However, if you do ever run into a Chaos
player who does such a vile and unwholesome thing, you have my permission to tell them that the model (or models) so
marked have just been dragged off to the warp (and therefore out of play) in order that their patron can give them a stern
talking too, and that they'd better have the correct mark in the next game or the same thing will happen again! The same rule
applies to transport vehicles for cult squads that are given a gift belonging to a god other than their patron.
From WD 235
Later Foundings
Absolvers Libators
Adulators Malevolent
Angels of Damnation Marines Errant
Angels of Penance Marines Errantor
Angels of Purgatory Mentors
Angels of Repentance Minotaurs
Angels of Retribution Mortifactors
Angels Vigilance Oblators
Angels Penitent Panthers
Angels Porphyr Penitents
Angels Redeemed Purgators
Angels Repentant Rainbow Warriors
Angels Resplendent Raptors
Angels Revenant Redeemed
2
Astral Claws 2 Redeemers
Avengers Red Scorpians
Benedictors Relictors
Black Inculpators Reparators
Celebrants Retractor
Contenders Rhetors
Crusaders Silver Skulls
Dictators Star Phantoms
Espandors Supplicators
Excubants Tempestors
Exectrators Tributors
Executioners Valedictors
Exemplars Venerators
Exorcists Venerators of Osiron
Fire Hawks 3 Victors
Flame Falcons4 Vindicators
Hounds of Demos Warriors Tempest
Howling Griffons
Inculcators
Invictors
Inviolators
Lamentors
Blade of Admonition: The Blade of Admonition is made from the finest metals and is polished to a mirror finish. Those who
look into its blade are said to see their true selves. The Blade of Admonition is treated as a power weapon. In addition, any
models in base contact or within 2" of the bearer at the end of the assault phase are not counted when seeing if one side
outnumbers the other.
Book of Saint Lucius: This great tome contains the many writings and sermons of St. Lucius of Agatha, a zealous and
renowned Confessor. Certain passages can be read aloud from the book, inspiring those nearby to great acts of heroism. Any
unit with a model within 12" of the bearer of the Book of St. Lucius may use the bearer's Leadership value for any Morale
checks or Pinning tests they are required to take.
Brazier of Holy Fire: This holy artefact is said to light the faces of the faithful and leave the impure shrouded in darkness. In
battle the Brazier can wielded like a weapon in close combat and contains enough fuel to spray a jet of flames at the enemy. The
Brazier of Holy Fire counts as a close combat weapon. In addition, it may be used once per battle like a heavy flamer. All of the
normal rules for heavy flamer apply.
Cloak of Saint Aspira: Canoness St. Aspira of the Order of the Bloody Rose led her Battle Sisters in a War of Faith that
liberated nearly a hundred worlds from the grip of the blasphemous tyrant Denescura. She wore a magnificent cloak ot velvet
and fur, that was blessed in the Ecciesiarchal palaces on Terra and warded away the blows of her enemies. A model wearing the
Cloak of St. Aspira adds +1 to their armour save (giving a Sisters of Battle character a 2+ save instead of 3+).
Flail of Chastisement: A Flail of Chastisement is barbed with many hooks, which constrict around its victims as they struggle,
ripping skin and tearing flesh, The Flail of Chastisement counts as a close combat weapon. In addition, if a target is hit by the
Flail but not killed, it loses its next D3 Attacks (rolled immediately).
Litanies of Faith: The Litanies of Faith contain the entire teachings of the Ecclesiarchy, since its founding at the birth of the
Imperium. It takes a scribe his entire life to copy and illuminate the Litanies ot Faith, and the hymnals and chants they contain
fills the Emperor's servants with burning faith. The Litanies of Faith allow the character to lead a squad in more Sacred Rites,
once per battle. The character and squad may do nothing for a whole turn and th unit must not be engaged in close combat.
You may roll again on the Sacred Rites table at the end of the turn and apply th result immediately. This is in addition to any
Sacred Rites result generated at the start of the battle. If you roll a duplicate result you may re-roil the dice. All other rules for
Sacred Rites apply.
Preesidium Protectiva: Believed to contain shards of the armour worn by the Emperor himself, the Praesidium Protectiva can
be used to defend against enemies assaulting the bearer. A model equipped with a Praesidium Protectiva may take a 4+
invulnerable save in close combat, instead of its normal armour save. The save may only be used against one opponent per
turn (the defender chooses which), and may not be combined with a rosarius save. In addition, if a '6' is rolled for the saving
throw, the blow is reflected back on the attacker - roll to wound and make armour saves as if the enemy model had hit itself!
Sacred Banner of the Order Militant: Each of the six Orders Militant has its Sacred Banner, which is only carried by the most
faithful and trusted Sisters of Battle. They are ancient artefacts that date back to the creation of the Order and are a source of
inspiration to all the Adepta Sororitas. A Sisters of Battle unit with a model within 12" of the Sacred Banner of the Order
Militant may roll three dice for any Morale check or Pinning test they have to take, and discard the highest dice.
Simulacrum Imperialis: These icons of the Ecclesiarchy were often carried by one of the Imperium's many Saints, or may even
be wrought from their bones. Any Sisters of Battle unit with a line of sight to the Sirnulacrum imperialis automatically passes
the first morale check or pinning test it is required to take.
Sacred Standard: Add +1 to the Battle Sisters' combat resolution score of any assault that takes place within 6" of the Sacred
Standard. However, if the model bearing the standard is slain in close combat, then the enemy model that slew her captures the
standard, and the enemy gets the bonus from then on. it is possible for a standard to change hands several times in a single
battle, as long as the model holding the standard is slain in close combat each time.
Extra Armour: It is not uncommon for vehicle crews to add additional armour plating to their vehicle to provide a little extra
protection. Vehicles equipped with extra armour count 'crew stunned' results on the damage tables as a 'crew shaken' result
instead.
Holy Icon: The vehicle mounts a suitably large and impressive large symbol of the Ecclesiarchy. Any Sisters of Battle unit
within 6" of the vehicle may roll three D6 for all Leadership tests and use the lowest two rolls as their score.
Hunter-Killer Missile: Hunter-killer missiles are a commonly seen upgrade for Imperial vehicles. They are treated as a krak
missile with unlimited range, roll to hit as normal. They may be fired only once per battle.
Pintle-Mounted Storm bolter: Pintle-mounted storm bolters are located on the outside of a vehicle. They can be used by
crewman from an open hatch or by remote control from inside the vehicle. They are treated as an extra storm bolter which may
be used in addition to any other weapons the vehicle may fire. Note that this means that a vehicle that moves can fire one
weapon and the pintle mounted stormbolter. If the vehicle would not normally be allowed to fire any weapons (because of the
distance it travelled or damage suffered, for example) then the pintle-mounted storm bolter cannot be fired either.
Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used, such as the Night
Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Sisters of Battle units that are in
range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However, a vehicle that uses a
searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out in the dark.
Special Rules
Apparitions: The Legion of the Damned appear from nowhere, completely unheralded. In every battle they use the special Deep Strike
deployment rules, even if the mission does not normally allow troops to Deep Strike. However, you roll for the Legion of the Damned
on the FIRST turn, rather than the second.
Fearless: It is debatable whether the Legion of the Damned are truly alive and have real minds. Legion of the Damned automatically
pass any Leadership-based tests, including Morale Checks, that they are required to make.
Terrifying: Any unit which loses an assault whilst fighting the Legion of the Damned suffers an additional –1 modifier to its
Leadership for the subsequent Morale Check.
HQ
Legion Commander
Points WS BS S T W I A Ld Sv
Commander 60 5 5 4 4 3 5 4 10 3+
Options: May be given any equipment from the Space Marine Armoury, except Terminator Armour and Honours.
Command Squad
Points WS BS S T W I A Ld Sv
Legionnaire 25 4 4 4 4 1 4 2 9 3+
Veteran Sergeant +15 4 4 4 4 1 4 3 9 3+
Weapons: Bolter. Sergeant can exchange his Bolter for a Bolt Pistol and Close Combat Weapon for no ext ra cost.
Options: Up to two Legionnaires may have the following; Missile Launcher +20, Heavy Bolter +15, Lascannon +35, Flamer +3, Plasma
Gun +6, Meltagun +10. The entire squad may be given Frag Grenades at +1 per model and Krak Grenades at +2 per model.
Characters: One model can be upgraded to a Techmarine, another to an Apothecary and another to a Standard Bearer. The Sergeant
may be upgraded to a Veteran Sergeant for +15. All these characters may take equipment from the Space Marine Armoury, except
Terminator Armour and Honours.
ELITES
Dreadnought
See Codex: Space Marines
TROOPS
Legionnaire Squad
Points WS BS S T W I A Ld Sv
Legionnaire 25 4 4 4 4 1 4 2 9 3+
Veteran Sergeant +15 4 4 4 4 1 4 3 9 3+
Options: One Legionnaire may have the following; Missile Launcher +20, Heavy Bolter +15, Lascannon +35, Flamer +3, Plasma Gun +6,
Meltagun +10. The entire squad may be given Frag Grenades at +1 per model and Krak Grenades at +2 per model.
Characters: The Sergeant may be upgraded to a Veteran Sergeant for +15. He may take equipment from the Space Marine Armoury,
except Terminator Armour and Honours.
CRATERS IN 40K
Craters are a new type of terrain that are 'created' during a battle by ordnance attacks and preliminary bombardments, rather than being
set up in the normal fashion. Craters count as difficult terrain, and provide a 5+ cover save for units that are inside them. Units are not
allowed to take advantage of the cover save on the turn that the crater is created. Units that have a crater appear under them don't have
to make a Difficult Terrain test until they move off the crater.
Craters are created in one of two ways: by preliminary bombardments, or by ordnance attacks. In both cases the crater is placed by the
player whose unit was attacked or fired at. A player does not have to place a crater if he doesn't want to (i.e. their placement is
optional), but if he decides to do so then obviously he needs to have an appropriate crater terrain piece to lay down. Craters may only
be placed on flat areas of the tabletop that will allow their placement: it it's impossible to place a crater because already placed terrain
gets in the way then the crater is not placed at all.
Preliminary Bombardment: If a unit suffers a hit from a preliminary bombardment, a crater is placed 'under' the unit, so that at least one
model from the unit is in the crater. Place the crater after the unit is hit but before any casualties are worked out; models removed from
the unit as casualties must be taken from those closest to the centre of the crater first, then working outwards.
Ordnance Attacks: If an enemy unit makes an ordnance attack, then the opposing player may choose to place a crater with its centre
under the center of the ordnance template.
Designers Note: You'll find that a few craters are a worthwhile addition to any army, being in effect a form of cover that you get to
place on your own units if they come under fire from enemy ordnance.
ROADS IN 40K
Roads are a common feature the battlefields of the 41st Millennium, and can be included in any 40K battlefield set-up. If you are using
the terrain generators in the rule book then roads can be added to a set-up in addition to the terrain that is generated. I'm not going
write long and convoluted rules telling you how to set the roads up; just do so sensibly and logically and everything will be fine.
Roads have two effects; they make easier to enter reserves, and they can be used to allow units to force march quickly across the
battlefield.
Reserves: If a road extends from a table edge which a player is allowed to use to bring on reserve units, then that player can declare
that any of his reserves will be using the road to travel to the table, He must say which units will be using the road at the start of the
battle, after both sides have set up. He can then add +1 to the dice roll to see if a reserve unit using a road appears. However, assuming
the unit turns up, then must enter along the road. Note that some units can use the road and some arrive normally if desired. Also note
that deep strike units, such as teleporting Terminators or Space Marines with jump packs. may not use roads if they are using their
deep strike ability to deploy anywhere on the table.
Force Marching: Units that force march and which start and finish their move on a road can triple their normal move rate instead of
doubling it. Skimmers, troops with jump packs, or any other type of unit that can fly or ignore terrain as it moves, may not take
advantage of this rule!
Infantry: A unit of infantry which force marches and suffers any casualties from shooting in the following turn, will automatically fall
back 2D6" without a Morale check having to be taken (this replaces the normal '25% casualties Morale check'). Units that normally
automatically pass Morale checks still have to fall back, but will rally automatically at the end of the move in the same way that Space
Marines do if They fail a Morale check.
Vehicles/Dreadnoughts: Any Vehicles or Dreadnoughts which force march and suffer damage from shooting in the following turn are
destroyed if they suffer a 'Crew Stunned' or 'Immobilized' result on the damage tables (it is assumed the damage causes them to crash!).
Chaos Cultists
Any Chaos Space Marine army may include units of Chaos Cultists, counting them as troops choices on the force organisation chart.
Across the countless worlds of the Imperium, there are many who plot and rebel against their masters. Most dangerous of all are those
who become seduced by the power of Chaos, believing that the worship of the Dark Gods wilt give them a quick and easy way of
achieving their goals. The lure of Chaos attracts all manner of men on all kinds of different worlds. Planets which vary tremendously in
their civilisations and technical achievements all harbour the followers of Chaos from the most blood-splattered practitioners of ritual
worship on feral worlds to the sophisticated membership of secret societies on Hive Worlds. Even on comfortable, civilised worlds
there are those who crave forbidden knowledge, whose lust for unearthly power and arcane lore overrides their loyalty to the lmperium.
All over the galaxy, even upon Mars and Ancient Terra at the heart of Mankind's rule, there are heretics willing to dabble in dark arts
beyond their understanding.
The ever-present dangers of discovery by the Inquisition and other Imperial agencies make it imperative for Chaos cults to conceal
their activities. Under the guise of normality, perhaps beneath The legitimate facade of a labour union, charitable organisation or
business venture, the cult will accumulate power and additional members through blackmail, bribery and corruption. Once the cult has
become strong enough it will start an uprising which with the blessings of the Dark Gods, will deliver the entire planet into the arms of
Chaos. The cultists will summon plagues of Daemons through possession, ritual and sacrifice, they will send forth a call to draw
renegades and Chaos Space Marines to their aid, If their efforts meet with their gods' approval they may even be blessed with a Greater
Daemon or Daemon Prince to lead them against their foes.
One way or another Chaos Cultists are utterly damned. If their revolt fails, the terrible retribution of The Emperor's minions will he
exacted upon the survivors. If it succeeds, the Cultists will have unleashed the power of Chaos and all but the most powerful members
of the cult will be enslaved by Daemons on a hellworld of their own making.
CHAOS CULTISTS
Points/Model WS BS S T W I A Ld Sv
Chaos Cultists 3 2 2 3 3 1 3 1 7 -
Demagogue +4 2 2 3 3 1 3 2 8 -
Options: Any model may be given a laspistol/autopistol for +1 point or a lasgun/autogun/shotgun for +1 pt, up to one model in ten
may be given one of the following weapons; plasma gun at +6 pts, meltagun at +6 pts, flamer at +2 pts, heavy bolter at +6 pts, Grenade
launcher at +8pts, heavy stubber at +4 pts or an autocannon at +6 pts.
One of the Cultists may be upgraded to a demagogue at an additional cost of +4pts. The Demagogue may be given additional
equipment, Marks of Chaos and Gifts from the Chaos Armoury in Codex Chaos Space Marines up to a total value of 40pts.
Heavy Stubber: These are old-fashioned automatic weapons which fire a hail of solid shot. Though most commonly fond amongst
defense militias and hive gangs, they often find their way into the hand of Cultists as they are simple to maintain and operate.
Range 36", Strength 4, AP 5, Heavy 3.
From WD 239
Battle Statistcs
By Benjamin Asmussen
These statistics are the compiled results of games played by people from all over the world, who have sent me the results of their games
and the armies they used. The results are broken down into placings and overall victories against specific opponents. To check out the
latest placings and how well different armies are doing against each other just access my website - and please contribute the results of
your own games to the database!
http://dorit.ihi.ku.dk/~asmus/w40k.
NECRON WARGEAR
A Necron Lord may be upgraded to include one of the options shown below, at the points cost indicated.
1. Decide Mission
Roll on the Advanced Mission table to see which mission you must play. In order to get the result, you need to make a D66 Roll. Don't
worry you don't need to rush out and buy a new set of special dice; instead roll two D6, one after the other, count the first roll as 'tens'
and the other as 'units'. So, for example, if you rolled a 2 on the first dice and a 3 on the second dice, you'd get a result of 23.
4. Get Fighting
Erm, get fighting!
SPECIAL MISSION
In the case of a special mission, use strategy ratings to roll-off. The winner of the roll can decide which mission to
play. He may look at his opponent's army roster before he decides what to play, and he may also choose to pick
missions included either in a Codex or White Dwarf magazine.
From WD 240
The Last Chancers are a special unit made up of Penal Legion convicts. They are hand-picked by Colonel Schaeffer and used to
carry out especially dangerous (some would say suicidally dangerous!) missions. They must be used exactly as described below and
may not be given extra equipment or wargear. In addition they may only be used in a battle where both players have agreed
beforehand to allow the use of special characters.
Squad: The squad consists of Colonel Schaeffer and eleven Last Chancers. Their equipment is described in this article.
Weapons: All models are assumed to have a laspistol, frag and krak grenades as well as the equipment listed.
Options: The squad may be mounted in a Chimera. See the Chimera army list entry in the Imperial Guard Codex for points cost and
details.
Hardened Veterans: You can use Colonel Schaeffer and the Last Chancers as the Hardened Veteran squad you are
allowed to use in the army. If you decide to do this, they count as one of your Elites choices. All of their equipment
is described over the page. In addition the squad has two Battle Honours, which will always be Hardened Fighters
and Steadfast (for details see page 163 in the Warhammer 40,000 Rulebook). However, when used as a Hardened
Veteran unit, with the exception of Colonel Schaeffer and Ox, the individual Special Rules described over the page
are not used. Such is Schaeffer’s reputation for dealing with the malingerers that, as long as the Colonel is alive, the
entire squad will automatically pass any Morale or Pinning tests.
Suicide Force: Alternatively you can use Colonel Schaeffer and the Last Chancers to fight a battle on their own. If
you do this then the individual Special Rules are used. If you decide to use this option then they will always be the
attackers (even against Dark Eldar!), and the Last Chancers player is allowed to pick the mission that will be played.
You always use all of the Last Chancers in such a mission, and must ignore any scenario instructions that require
the attacker to leave models in reserve, or that require any models to be left out of the game. When used as a Suicide
Force any of the Last Chancers may infiltrate as long as the scenario allows the Infiltration rules to be used.
Remember that the points value originally set for the game is still used by the opposing force and is not reduced to
match the points value of the Last Chancers; for example, if you’d agreed to play a 1,000 point game and opted to
use the Last Chancers on their own, then your opponent would still field a 1,000 point army (these guys aren’t called
the Last Chancers for nothing you know!). As a Suicide Force, each member of the unit is treated as an independent
character, but will still automatically pass Morale or Pinning tests while the Colonel is still alive.
WHOOOOOOOPS!
Ox's special rule should have been included in Codex Imperial Guard, just under Colonel Schaeffer's special rule.
Unfortunately it's not in the first print run of the book.
Colonel Schaeffer 'Ox'
Profile: Tough, hard-bitten, and strict. Will get the job Profile: A huge ox of a man, and about as bright.
done no matter what the cost. Crime: Killing three officers off-duty with his bare
Wargear: Plasma pistol, master crafted power weapon hands in a drunken brawl.
and carapace armour (stat line modified already). Wargear: Heavy bolter.
Special Rules: Schaeffer is a master of close combat. Special Rules: Ox can move and fire with the heavy
Opponents must subtract -1 from their dice rolls to hit bolter. He carries his own ammunition and doesn’t have
him. a loader.
'Brains' 'Shiv'
Profile: An expert on many forms of technology and all Profile: A stealthy assassin who can sneak up and
round brain-box. Ox and he are good buddies. dispatch a sentry without being spotted.
Crime: Hacking into the regimental accounts system Crime: Serial murder of over twenty civilians on Lector
and changing his pay-code. Prime over a five year period.
Wargear: Lasgun and comm-link. Wargear: Plasma pistol, mono-filament knife (counts as
Special Rules: If Brains is killed, Ox will go berserk, a power weapon).
doubling his Strength and Toughness for the rest of the Special Rules: Shiv will only be spotted by a sentry or
game, and will always charge if in charge range of the allow an opponent he attacks in close combat to raise
enemy. the alarm if they first roll a 6 on a D6. On a roll of 1-5 the
alarm is not raised. Shiv double his Initiative against
sentries.
'Scope' 'Rocket Girl'
Profile: A trained sniper and expert marksman. Profile: Master-At-Arms who is proficient with any and
Crime: Went AWOL, reason unconfirmed, but all of the heavy weapons employed by the Imperial
suspected to be related to the assassination of Chief Guard.
Arbitrator Abraxtes. Crime: Murdering a fellow master-sergeant for
Wargear: Needle Sniper rifle. unknown reasons.
Special Rules: Scope may choose which enemy model Wargear: Missile Launcher.
he shoots at, the normal targeting rules don’t apply and Special Rules: Years of experience means that Rocket
you may choose to pick out any model including a Girl just about always places the missiles she fires in
character in a unit of a heavy weapon trooper that is in exactly the right spot. To represent this she may re-roll
his line of sight. any Armour Penetration rolls she makes.
'Animal' 'Grease Monkey'
Profile: A schizophrenic psychopath, but reputed to be Profile: Expert mechanic reported to be able to maintain,
one of the best all round warriors in the Imperial Guard. drive, and repair any Imperial vehicle in the galaxy.
Crime: See sub-file 84 beta, sections 103 to 196. Crime: Stealing the Eldar grav-vehicle belonging to the
Wargear: Meltagun, scanner, close combat weapon. Ambassador of Iyanden Craftworld.
Special Rules: Animal has lightning fast reactions Wargear: Bolt pistol.
which provide him with a 4+ invulnerable save, and Special Rules: If the Last Chancers have a Chimera then
which double his Initiative and gives him +1 attack in Grease Monkey will drive it. He may re-roll any failed
close combat. Dangerous Terrain tests. If the vehicle is destroyed roll
to see if he survives as if he were a passenger. In special
scenarios of your own devising he can repair or hot-wire
and drive any vehicle on a roll of 2+.
Under-strength Squads: One squad in each Imperial Guard infantry platoon can be fielded with less than ten men, down to a minimum
of six models. Reduce the cost of the squad by 5 points for each man less than ten in the squad. In scenarios where it’s important to
know if a unit has been reduced to half strength or less, the squad counts as if it started with its full ten men, even though this wasn’t
actually the case.
Up to one Storm Trooper squad, one Heavy Weapons squad and one Armoured Fist squad can also be fielded as under-strength units
in an army. The same rules apply, except that Heavy Weapons squads can be reduced to a minimum of four models rather than the
minimum of six on other units.
Designer’s Note: The rebate you get for models left out of a squad is less than their actual cost (ie, you waste points). This is
deliberately to balance out the increased flexibility that having reduced sized squads allows a player.
Attack on Monitoring Station 88/999C
ATTACKER'S OVERVIEW DEFENDER'S OVERVIEW
You are to launch a surprise attack against an enemy Your forces are holding a well defended strongpoint.
strongpoint and eliminate it before enemy reserves can Your task is to guard the strongpoint and hold off any
react. enemy attack until reserves can move up to support you.
Forces: Each player has a 750 point force using the Raid Force Organisation charts, chosen from their respective
army lists. Neither player is allowed to choose anything from the Heavy Support section of their army list and no
vehicles, bikes or mounted troops may be used by either side.
Low Gravity: This battle takes place on a small moon with low gravity. Because of this, all units may ignore terrain as
if they had jump packs, although the distance they can move is still the same as normal.
No Atmosphere: It is assumed that all models are equipped with pressure suits or re-breathers to allow them to
operate in the airless environment on the moon, even if this isn't shown on the model itself. The increased
vulnerability of models in such an environment is represented by reducing their saving throw by one point (eg, a
model with a 5+ save is reduced to 6+, while a model with a 6+ save would get no save at all).
Designer's Note: This no atmosphere rule applies to all models in any army, no matter how strange this may seem
(yes, even Daemons or Avatars!). This keeps thing nice and simple and avoids arguments about which models need
to 'breathe' and which don't! It also applies to invulnerable saves.
SET-UP
1. Each player rolls a dice. The winner chooses a long board edge.
2. Mark a 24" square area central to the defender's edge of the board, as shown on the map. This is the
defender's deployment zone.
3. The defender may position fortifications in his deployment zone, forming the strongpoint. He must include
at least one bunker in his defences.
4. The defender positions his sentries. These are placed within 18" if the outside of his deployment zone. The
number of sentries varies depending on the defending army (see the scenario special rules).
5. The defender places his obstacles. They may be placed anywhere on the tabletop up to 18" away from the
attacker's deployment zone.
6. The defender deploys any of his HQ or Troops units in his deployment zone. He does not have to deploy
them all, but he must deploy at least one unit. Any units not deployed are in reserve.
7. If the attacker has any Infiltrators then they may be deployed anywhere outside the defender's deployment
zone. Other units must be placed at least 18" away from the defender's deployment zone. Any forces not
deployed at the start are in reserve.
8. The attacker gets the first turn.
MISSION OBJECTIVES RESERVES
The attacker must crush the defenders and gains +200 When the defender's reserves arrive they move on from
victory points for each bunker he destroys. the defender's board edge. The attacker's reserves move
on from any of the other board edges.
The defender needs to hold out until his reserves arrive
and gains +200 victory points for each bunker occupied
only by his troops when the raid is over.
Lictors
0-1 LICTORS
Points/Model WS BS S T W I A Ld Sv
Lictor 65 6 - 6 4 3 6 3 10 5+
Weapons: Claws and flesh hooks.
SPECIAL RULES
Scything Claws: The powerful, mantis -like claws of a Lictor can easily cut a man in half with a single sweep.
Therefore, any of the Lictor’s attacks which roll a 6 to hit will inflict a wound automatically and ignore armour saves
just like a power weapon. Other attacks which hit on a roll other than 6 must roll to wound as normal and the victim
receives their normal saving throw.
Flesh Hooks: The Lictor’s flesh hooks mean it counts as being equipped with frag grenades in close combat. In
addition, due to these special adaptations, a Lictor effectively has built-in grappling hooks, hence a Lictor treats
‘vertical impassable’ terrain such as cliff, high walls etc, as difficult terrain instead.
Secret Deployment: Before either side deploys their armies at the start of a battle, the Tyranid player may deploy
any of their Lictors secretly to represent them creeping into position. A Lictor may only be secretly deployed in
cover which is outside the enemy’s deployment zone. Record the position of the hidden Lictors by writing down co-
ordinates for each one. For example - “Lictor 1 is hidden 28” from my right-hand table edge and 22” from the near
table edge”. The Tyranid player can reveal the location of a Lictor at the start of any Tyranid assault phase and
place the model on the tabletop. It can (and probably will!) charge into close combat on the turn it is revealed. Once
the Lictor has been placed on the tabletop it is allowed to move and fight normally in future turns.
Independent Character: You may include between 1 and 3 Lictors in your army as a single Elites choice. Lictors
operate independently and so follow the rules for independent characters given on page 74 of the Warhammer
40,000 rulebook. However, Lictors can never join another unit and they always fight individually. Note that for the
purposes of mission objectives, Lictors cannot capture table quarters, hold objectives or count as surviving troops
in a Meat Grinder battle.
Stealth: The Lictor’s chameleonic scale make it an extremely difficult target. A Lictor always counts as being in
cover against shooting and consequently always receives a 5+ cover save. If the Lictor is actually in cover, its cover
saving throw is improved by +2, so for example it would receive a 3+ cover save in woods or jungles instead of the
usual 5+ save. A Lictor gains no benefits from its stealth while in close combat, reverting to its natural 5+ armour
save for its chitinous armour. Sentries killed by a Lictor in close combat will only raise the alarm on a D6 roll of 6
instead of a 4 or more.
Fearless: Lictors are driven by the implacable alien will of the hive mind. A Lictor never has to fall back and is
assumed to automatically pass any Morale checks it is required to make, even against attacks which normally force
their target to fall back with no test taken. Lictors cannot be pinned.
Fearsome Charge: If a Lictor wins an assault in the same turn it charges, its opponents automatically fall back
without a morale check being taken. Opponents that never fall back or ignore Morale checks ignore this effect and
will not fall back.
Hit and Run: Lictors may choose to leave close combat. Declare this at the end of any close combat phase, after all
Morale checks have been taken. The Lictor immediately falls back 3D6” and regroups at the end of its move. Enemy
models may not pursue the Lictor but may consolidate.
From WD 248
Weapons: The Land Raider Crusader is armed with 2 'hurricane' pattern bolters, a twin linked assault cannon and a multi-melta. The
Crusader is also equipped with frag assault launchers.
Options: The Crusader may have the following vehicle upgrades: dozer blades at +5pts; hunter killer at +15pts; pintle mounted storm
bolter at +10pts; searchlight at +1pt; smoke launchers at +3pts
Transport: Due to the extra space created by removing the large generators required for the lascannons, a Crusader has an increased
carrying capacity. A Crusader may carry up to fifteen Space Marines or eight Space Marine Terminators. Note that it may still only
carry one squad and independent characters (i.e you can't put a ten-man squad and a five-man squad inside at the same time).
Availability: Black Templars may have any number within the limitation of the force organisation charts, Other Space Marine Chapters
may take Crusader pattern Land Raiders, but their grater rarity outside the Black Templars Chapter means these Chapters are limited to
one.
SPECIAL RULES
Extra Armour: All Land Raider Crusader have additional armour plating to ensure that they can reach the enemy
with their transported squad intact. A Crusader counts as having the extra armour upgrade, so it treats any 'Crew
Stunned' results on the damage tables as a 'Crew Shaken' result instead.
'Hurricane' bolters: Each 'hurricane' bolter counts as three twin-linked boltguns. The Crusader may always fire its
'hurricane' bolters, regardless of how far it has moved or what other weapons it is firing.
Frag Assault Launchers: The front of the Crusader is studded with explosive charges, designed to hurl shrapnel
into the enemy as the troops charge out down the assault ramp. Any unit which assaults on the same turn it
disembarks from the Land Raider Crusader counts as having frag grenades.
From WD 250
Scythes - 10pts/10pts
The vehicle has been fitted with blades along its hull, making it a risky prospect to attack in an assault. Any enemy model that rolls a 1
to hit when attacking the vehicle in an assault suffers a Strength 5 hit, with normal armour saves allowed.
Night Fighting: All the rules from pace 134 of the Warhammer 40 000 rulebook apply.
The Jitters: Every squad and character in the army must make a successful Leadership test every turn in order to function normally.
Vehicles are exempt from The Jitters as three inches of steel tends to inspire confidence. Cavalry suffer a -1 penalty to Ld for this test as
horses (or whatever the cavalry troops are riding) tend to be a tad skittish If failed roll a D6 and apply the result below:
D6 Action
1-3 The unit hears the crack of a twig or something and hits the deck, expecting a barrage of enemy fire. The unit may not move this turn
although they can assault as by then they have realized their mistake. Shooting is not affected.
4-6 The mind plays tricks and shadows all around become enemy soldiers. Thinking they are surrounded, the unit hastily withdraws. The
unit must fall back as described in the rules (N.B crossfire can occur as a direct result!)
Pinning: A sudden burst of bright gunfire is a nasty thing at night, much more traumatizing than in the daylight. All shooting is
capable of pinning troops in the same way as barrages. Obviously, the effects of weapons that normally cause pinning will also be
worse, so Barrage pinning and sniper rifles inflict a -1 penalty to Leadership tests, and Ordnance barrage pinning inflicts a -2 penalty
instead of the usual modifiers.
Getting Lost: Getting lost is a hell of a lot easier at night than in daylight. If a squad member breaks his cohesion distance (see page 43
in the Warhammer 40,00 rulebook) then he must make a successful Leadership test, representing the brains of the soldier, or he gets
lost A lost model is removed as a casualty but the opponent gains no victory points for him. If the test is passed then the normal rules
apply. NB: Even troops who are immune to psychology must take these tests, even though they are based on Ld.
Exception: Daemons do not see the world in the same way as everyone else. They 'see' the souls within instead of relying on fickle
light. Daemons of all kinds, possessed Space Marines and the Eldar Avatar are exempt from ALL night fighting rules, including the
ones in the book
Scenarios: In all scenarios where there is an attacker and a defender, the attacker gains a +1 modifier to all of his Leadership values to a
maximum of 10 in his first turn for The Jitters. This represents the fact that an attack at night is very favorable for an army, as they know
there are soldiers out there whereas the defenders haven't a clue! After the first turn, all benefits of surprise are lost and the modifier
does not apply. This rule is largely to allow an attacker a better chance of actually making an attack on the first turn rather than his
entire army refusing to obey their orders!
Space Marine Command Squads
By Anibal Rodriguez-Villar
I was a devout follower of Warhammer 40,000 long before I could afford to spend money on Citadel products. I've watched the game
and its background evolve and improve over the years, as I assembled my home-made, paper-and-cardboard armies for me and my
friends to play with. I love Space Marines (surprised?), but I think that one of the least fortunate innovations in the new Warhammer
40,000 is the introduction of Command squads for Space Marine armies.
Why? Well, the way they have been worked out, the Command squads mean that a number of Space Marine specialists, which used to
function as independent characters, must now form part of the Commander's retinue and the result of this is that virtually all the
specialist skills and gadgets in the Space Marines army are concentrated in a single, extra mighty unit, with little benefit for the rest of
the force. I find this rather restrictive, and not particularly in keeping with the Space Marines' background. It's probably OK for
standard bearers, but one expects to find Techmarines where the tanks and big guns are; and Apothecaries should be running
alongside the ranks of their battle brethren, tending the wounded, retrieving progenoid glands and stuff from the fallen, and so on.
Of course, it's a good idea to keep one or two of these highly skilled characters close to your Commander, but I can see no reason why
it should be compulsory to do so. There are so many other uses these characters can be put to: an Apothecary, for example, with his
Narthecium and a power weapon, would be an invaluable addition to any Assault squad; a Techmarine could use his Signum to direct a
Devastator squad's supporting fire, or could stay near that Vindicator in case there's any patching-up that needs to be done...
You get the point. I can't see this kind of thing unbalancing the game, and I think that the following optional rules should allow any
Space Marine player to manage his specialists fairly easily:
An Apothecary or Techmarine from a Space Marines Command Squad may be assigned to any one Space Marine infantry or bike
squad before the battle. The character counts as part of the unit and may not leave t during the game.
If one of these characters is assigned to an Assault squad, he must be equipped with a jump pack (+10 pts). If he is assigned to a Bike
or Scout Bike squadron, he must be mounted on a bike (+20 pts).
Alternatively, he may be mounted on a modified Attack Bike, replacing the gunner in the sidecar (+30 pts). All the usual benefits from
these upgrades are conferred to the character, such as increased Movement, better Toughness and a better saving throw.
If a Scout squad is joined by an Apothecary or Techmarine, the squad may not infiltrate (no sneaking past the enemy sentries, for a
Space Marine is clad in heavy and cumbersome power armor).
This is similar to the solution adopted in the new Eldar army list. where you can pick one or more Warlocks from the Farseer's
bodyguard and attach them to Guardian or Wraithguard units as a reinforcement. It allows you to deploy your specialists where they
will be most needed during combat and it also gets you round certain potential risks involved in putting a lot of your most valuable men
together in a single unit ("Isn't that an Avatar and five Howling Banshees coming this way? Oh dear..."). And if the mental stress of
deciding where to deploy that Apothecary brings steam out of your ears (we all know players like that), well, you can always leave him
in the Command squad, where he'll be in good company.
Keep up the good work, and may the dice be with you!
CODEX ELDAR Q&A
by Gav Thorpe
Q. Are Warlocks a separate HO choice from the Farseer, or do the Farseer and Warlocks count as a single choice like other 'bodyguard'
units?
Q. If you have more than one Warlock with the power Enhance in a unit, are the effects cumulative?
A. No. You only gain + 1 WS and + 1 Initiative 'regardless of the number of Warlocks with Enhance in the unit.
Q. What is the cost of a Warlock on a Jetbike? In the Warlock Bodyguard entry it says it costs +25 points for a total of 36 points, while
in the Guardian Jetbike Squadron entry it gives the cost at 41.
A. Warlocks on Jetbikes cost 36 points. The points cost in the Jetbike entry is a bit of a boo-boo and uses the Jetbike cost of 30
points given in the Armory. However this is the cost for Farseers, not Warlocks (Farseers go up to Toughness 5, not Toughness 4).
Q. When a Farseer uses Mind War, it implies that you can choose which model is targeted, ignoring the normal casualty removal rules
for shooting. Is this right? Also, can it be used to target a model in an open-topped vehicle?
A. It is true that you can choose the model targeted, as long as the Farseer has a line of sight (remember that intervening enemy
models and combats will block line of sight). I've decided not to allow Farseers to target models in open-topped vehicles, because:
A. No, as it says in the description they just get a 5+ cover save versus shooting.
Q. How do you work out the points value of a Support Weapon? It seems to imply that each Guardian crew member costs 20 points
each, plus the cost of the weapon itself.
A. 20 points per crewman would be a bit steep! The 'points per model' is for two crewmen and the support weapon. This is
then further adjusted by the type of support weapon.
Q. Heavy weapon platforms in Guardian Defender squads. Are the crew included in the points value? Do they count against the 20
model maximum size? Are they allowed grenades?
A. As with the Support Weapon, the points cost is for the whole package. They are in addition to the maximum unit size (so you could
have 22 Guardians in total, and a Warlock). They aren't Guardian Defenders as such, and cannot be given grenades, but one of the
crew can use his Shuriken Catapult as normal.
Q. Can a Space Marine Psychic Hood work against Warlock powers? And if so, how? When do you get a chance to nullify the
Warlock power?
A. Against Enhance, Embolden and Conceal, the Librarian can use his Psychic Hood at the start of a Space Marine turn against one
Warlock. If he successfully nullifies the power then it has no effect for the rest of the Space Marine turn. Against Destructor it works
as normal, except of course that there is no need for the Warlock to pass a Psychic test first - simply announce you are using the
Psychic Hood when the Eldar player declares he is using Destructor.
Q. In the Warp Spiders'Jump Generator rules it says that they might disappear in the warp on their second jump. Do they still have to
test for jumping in the Assault phase, even if they decided to move normally (i.e. 6") in the Movement phase?
A. Yes they do. The risk of the 'secondjump'is to offset the advantage of being able to move after shooting, and therefore out of the
enemy's line of fire.
Q. If a vehicle is equipped with a Crystal Targeting Matrix and fires in the Movement phase, can it then use Star Engines in the
Shooting phase because it isn't firing any weapons?
A. There are some damned cunning devils out there... No, you cannot fire weapons and use Star Engines in the same turn. Also note
that a Crystal Targeting Matrix cannot be used to move vertically, shoot and then drop back down to ground level (like a 2nd
edition pop-up attack).
Q. How could a Vibrocannon shot pass through several units unless it was on hill? Isn't the LOS blocked?
A. Models block line of sight, not units, so it is possible to fire through the models of several units, although you'd have to be lucky
to get more than two or three.
Q. In a Big Gunz battery, do the artillery pieces count as squad members for the purposes of 25% casualties since Ork artillery pieces
are viable targets? For example, if I have a squad of 3 Lobbas and 7 Grot crew, does suffering two Grot casualties force a Morale test?
A. No, the gunz do not count towards casualties on the battery. In the example above, the Grots would have to take a
Morale check as they have lost 2 out of 7 - over 25% casualties.
Q. The rules for the Zzap gun state that you pick a target model. Does this mean that the gun can force a specific model to be removed
as a casualty in a squad, even though the casualty is normally chosen by the owner of the target?
A. No, it's just badly worded and should say 'unit'. When firing into a squad of troops, the owner of the squad can still pick which
model is removed as a casualty, just like any other type of normal shooting.
Q. When a Zzap gun is mounted on a Battlewagon, in replacement of a twin-linked big shoota, what are the effects of rolling an 11 or 12
on the Strength? Normally some crew are killed. Is this still the case?
A. The Zzap gun doesn't fire that turn but otherwise there is no additional damage to the Battlewagon.
Q. On a related note, do the Grot crewmen (for the Battlewagon big gun) need to be on the vehicle or are the vehicle's crew assumed to
be the gunners as with other vehicle mounted weapons?
Q. The Battlewagon can mount multiple big shootas that are fired by passengers. What are the restrictions for moving and firing?
A. They use the same rules for bolt-on big shootas as detailed in the Ork vehicle upgrades (p.37 of Codex Orks)
Q.Can you put Imperial vehicle upgrades on looted vehicles, or are you limited to only Orky vehicle upgrades?
A. Orky vehicle upgrades only. It's worth noting specifically that a looted Basilisk can be given the indirect fire option because it's
an option, not an upgrade.
Q.In the wargear rules under the Bosspole it says that it may be carried by a Grot. Unfortunately you can't buy the Grot to carry it. How
can this be done?
BANNA WAVA
Points WS BS S T W I A Ld Sv
Gretchin 3 2 2 2 2 1 3 1 5 -
SPECIAL RULE
Standard Bearer: May carry a bosspole or a Waaagh! banner. A Banna Wava may not be chosen as a casualty
caused by enemy shooting (only the luckiest Grots are chosen for the job and they always seem to know when to
dodge behind the nearest cover (or Ork) to avoid fire. Blast markers and templates will affect them as normal.
Q. Does the limitation on a Big Mek's Mekboy bodyguard not having the same equipment apply to Mekboyz that are part of the
Warboss's bodyguard? It does not indicate this specifically, but there is enough 'interpretation' to think it might be this way.
A. The limit on Mekboyz is only intended to apply to the Big Mek's bodyguard, not the Warboss's.
Q. You can have two Warbosses, right? Seems odd, but that's what the rules say.
A. Yeeeeees, this is an oversight on my part. You can take a maximum of one Warboss. Two Warbosses would only appear if there
were two separate warbands fighting, ie. if you were using multiple detachments (See Very Large Games on p. 131 of the Warhammer
40,000 rulebook).
Q. A bionik arm counts as a close combat weapon. Does this count toward the two single or single/double limitation on weapons? If
so, I assume it is a single handed weapon, right?
A. No, it doesn't count towards the weapons limit - thats the advantage of having it 'built in'.
Q. The kustom force field is a two-handed weapon? I was under the impression that it wasn't a weapon at all.
A. Nope, but it's a bulky piece of equipment that needs two hands to operate, hence it counts as a weapon for the purposes of
limiting what the Mek can carry.
Q. Kustom Jobs: Can the blasta job be combined with other kustorn jobs?
A. Yes
Q. As per the Living Shield rule for Gretchin mobs, Grots can be used as cover for models behind them when the Grots are shot
'through'. What exactly does this mean?
A. The rules for Warhammer 40,000 state that 'models' block line of sight. This does not mean that squads do, only models. This
means that shooters can pick targets behind other squads as long as the shot goes between models in the interposing squad. When
this type of shooting happens 'through' a Gretchin squad, the targeted models can use the Living Shield rule. The Grot cover save
rule only applies to shots that pass through a Gretchin mob (see above).
Q. When a character with Squigs (Attack or Hound) or Grots as wargear dies, are the 'wargear' removed as well? On the one hand
they're wargear and so should go with the character, but on the other they are models with a profile of their own.
A. Hmm. Tempting as it is to keep Grots and Squigs in play, I think they're going to have to be removed if the character dies, 'o
prevent all sorts of weirdness breaking out Also, Grots and Squigs do become part of the squad their character is part of, so thev do
count toward the number of losses it sustains when working out whether or not the squad has taken 25% casualties from shooting.
They also count toward casualties in close combat. If removed as part of the loss of their character they are with, they are counted as
casualties as well.
Q. In an assault, can the Warbiker models that did not make it into contact with enemy models still use the Psycho Blasta rule? If the
answer is yes, then the next step is: can bike models more than 2" away from an enemy model use the Psycho Blasta rule? I guess the
real, all-encompassing question is if the Psycho Blasta rule is treated like a power fist or other special close combat weapon - you only
get to use it if you get into contact.
A. To keep things clean and simple the psycho blastas attack is treated like any other special close combat attack, so it can only be
used by models that manage to get into base-to-base contact. Models can also choose not to make a psycho blasta attack (ie, if they
have a better weapon).
Q. It would seem that Ork vehicles with a Red Paint Job and Turbo can actually move 7" and still be stationary! Turbo says that "for
shooting and disembarking troops the vehicle counts as moving the speed it went before the turbo boosters were added." The Red
Paint Job says it adds +1 " to the Move distance so a fast Ork vehicle could move 13" and still fire one weapon and allow troops to
disembark (which therefore means it counts only as having moved 12"). If I announce I am going 0", 1 can Turbo up to 6", counting as
moving 0" (the speed I went before boosting) and then add 1" to this distance and still fire/ disembark as if I had not moved at all.
A. Not true, see the Turbo Boost rules (page 37). Realize that the 4+ refers to the distance rolled. For example if you get an extra 4",
5" or 6" bonus move on the dice roll the vehicle can't shoot or disembark troops. The Ork vehicle could, therefore hope to roll a 3 or
less and get the benefits you mention, but pretty risky!
A. Out of consideration for the more... ahem... old-fashioned Warbosses who have a fondness for such things, yes they can.
Q. When Flash Gitz upgrade to kustorn jobs, do all of them have to take the same one?
A. Yes.
Q. I noticed the phrasing of the Flash Gitz kustom jobs is much like krak grenades and the like, in that it says the "entire mob may be
given...". When you buy krak grenades for a squad you cannot choose to upgrade just a few models. They all must get the grenades
and must all pay the points for them. Is the parallel phrasing intentional? In other words, in a mob of 10 Gitz, if I choose to upgrade them
all to, for example, Shootier, I must pay 20 points to do so. Then, after paying those 20 points, I can give four models burnas for an
additional 24 points, thus 'wasting' the 8 points spent in upgrading the shootas that those four burnas no longer have. Is this the
intent?
A. Yes that's right. Bear in mind that Devastators etc pay extra points for having their extra heavy weapons - with Flash Gitz this is
covered by the points spent on kustom jobs instead.
Q. Choppas. The rule says "in close combat choppas limit the saving throw an enemy model can have to a 4 at best." This does not
stipulate 'armor saves.' Does this mean that invulnerable saves are altered as well?
Q. Throughout the Ork list, squads are given the option "for an additional +X points, one of the Orks may be upgraded to a Nob".
Burna Boyz are the only squad that does not follow this. They say "For an additional +9 pts the Burna Boyz mob may be led by a
Mekboy". I take this to be intentional and thus allows the mob to be 11 Orks strong. Is this correct?
A. Yep.
Q. When an Ork mob loses a round of combat to a fear some opponent, they don't get a Mob Size check, correct?
A. No, remember the Mob Size check comes after failing a Morale check, so in this case you fail the Morale check automatically and
then take a Mob Size check.
Q. Do Orks mob up before the enemy gets to advance (and potentially wipe out the Ork mob)?
A. No, the rules state you check for mobbing up "once moves are complete", therefore any pursuits, crossfires, etc, would take effect
first.
Q. If a mob of three Killer Kans is engaged in close combat, but only one Kan is in base-to-base contact with the enemy, do penetrating
or glancing hits on that Kan carry over onto the rest of the mob? I know they do with troops, but it doesn't seem right with
Dreadnoughts. If so, would the attacker have to declare/allocate all attacks before rolling to hit? Ditto for, say, a Land Speeder
squadron if only one is being touched by the enemy...
A. This particular question was the subject of some hot debate, as it just doesn't 'feel right' to distribute the hits through a squadron
of vehicles. However, with due consideration this simply isn't fair as Attack Bikes and Terminators cost as many points as Sentinels,
Killa Kans and other light vehicles, but they have hits allocated normally. To make vehicles work differently in close combat simply
gives them an advantage which they're not paying for, which just ain't right.
So, with vehicles in squadrons, distribute penetrating and glancing hits just as if they were wounds on a squad, so start with the
ones in base contact, then those out to 2' and if hits are still left over distribute them to vehicles in the squadron which are more than
2" away. No vehicle can be allocated two hits until every vehicle in the squadron has suffered one hit each, no vehicle can be
allocated three hits until every vehicle has been allocated two hits, and so on.
Right, that's cleared that little lot up... See you next month!
2. PICK SIZE
The next step in designing the rules for your new vehicle is to assign it a size. A vehicle's size has a number of effects on the rest of the
rules that follower, like for example, deterning how many weapons it can carry.
Vehicles must be allocated on of the following sizes:
• Small (i.e., buggies, Land Speeders, Vypers, etc.)
• Normal (i.e., Rhinos, Leman Russ, Land Raiders, etc.)
• War Machines
War Machines: Anything larger than 'normal' sized is a special type of vehicle known as a War Machines (i.e., Baneblade sized and
up). A number of special rules apply to war machines. Rather than clutter up the main vehicle design rules with lots of 'ifs and buts'
about war machines, I've included all of the special rules that apply to them in a separate section later on.
Size Guidelines: Playtesting has shown that some players can be a bit, erm, 'creative' in allocating sizes to their models, for example
calling a small model a super-heavy vehicle. Please remember that the size you allocate should be reflected in the physical size of the
model itself - in other words a small vehicle should be small, whicle super-heavy vehicles and larger should be really big! To help, here
are some guidelines for you to use:
Small vehicles: Should be smaller that a Rhino model, about 3-4 inches square or less.
War Machines: Should be larger than a Land Raider, in other words larger than 5-6 inches square.
Vehicles that are converted from an existing Citadel model should be the same size as the prototype, unless you glue several models
together.
For example, if you converted a Chimera into the 'Super Zappy Chimera' armed with an unfeasibly large gun, then it should remain a
'normal' sized vehicle. On the other hand, if you glued four Chimera hulls together in order to make a vehicle, then you could count it as
a war machine.
3. PICK ARMOR
All vehicles in Warhammer 40,000 have a set of armor values, even if they are not actually 'armored vehicles' as such. In this step you
must decide how much armor your vehicle has on each of its facings. Cross reference the size and type above to find out how much
armor the vehicle can have. The combined total of the Vehicle's front, left, right, and rear armor may not exceed this value. The number
in brackers is the highest value a single facing may have. The minimum value a facing may have is 9. For example, a normal tank can
have an armor value of up to 14, but the total of all it's armor facings can't exceed 54.
Armor Value Guidelines: Just as with size allocation, you should base the amount of armor you give a vehicle on its appearance; if a
vehicle is clearly lightly armored, or indeed not armored at all, then you should not give it a high armor value. On the other hand, if it's
covered in thick armor plate it should be well-armored. Here are some guidelines as to what armor values you should allocate:
Armor 9: This should be reserved for non-military vehicles with no protection whatsoever, for example a car or a truck.
Be aware that vehicles with this armor value are horribly vulnerable to enemy shooting.
Armor 10: Unarmored or very lightly armored military vehicles can have this armor value on any facing, and other armored vehicles will
have it for lightly armored rear and side facings.
In addition, strongly built civilian vehicles can have this armor value. For example a bull-dozer could be armor 10 rather than armor 9 on
most facings.
Armor 11-12: Lightly armored vehicles will have this armor value on their front and side facings, while more heavily armored vehicles
may have side and rear armor facings with this value.
Armor 13-14: Only heavily armored vehicles will have armor values this high, and then only of their front and side facings. Only
incredibly tough and well-armored vehicles should have an armor rating this high on their rear facing.
Eldar vehicles should not be given armor values of 13 or 14 as they rely on more sophisticated forms of protection than thick armor
plate.
Existing Models: If your model is a converted Citadel vehicle, then it should generally have the same armor values as the model it was
converted from.
You can add +1 to a value if you've added lots of extra armour, and knock a point off if you've significantly reduced the armor on a
facing. As a rule of thumb, though, it's best the leave the values as they are.
SPEED CHART
WALKER TANK LIGHT VEHICLE FLYER IMMOBILE
SMALL NORMAL NORMAL NORMAL FLYER IMMOBILE
NORMAL NORMAL NORMAL NORMAL FLYER IMMOBILE
WAR MACHINE LUMBERING LUMBERING LUMBERING FLYER IMMOBILE
Normal vehicles, walkers and fast vehicles follow the rules in the Warhammer 40,000 rulebook, while agile, lumbering, immobile and
flyers are new categories.
Agile Vehicle: Agile vehicles are quite fast and maneuverable, but don't have the straight-line speed of a fast vehicle. They can move
up to 6" and fire all weapons, or up to 12" and fire one. They may not move more than 12". They can turn freely as they move, like most
other vehicles.
Fast: The vehicle follows the rules for fast vehicles in the Warhammer 40,000 rulebook; i.e., it can move up to 6" and shoot all weapons,
up to 12" and shoot one weapon, or up to 24" and not shoot at all, and it may turn freely as it moves.
Flyers: Flyers, like War Machines, require rather a lot of special rules. Rather than print them here I've put them all together in their own
section at the end of the rules.
Lumbering Vehicles: Lumbering vehicles grind along at a slow and steady pace. These vehicles can move up to 6" a turn. They must
always move straight ahead, and at the end of the move they can pivot up to 90 degrees. Lumbering vehicles can fire all of their
weapons even if they move.
Normal: These vehicles follow the standard Warhammer 40,000 vehicle movement rules; i.e., they can move up to 6" and fire one
weapon, or up to 12" and not shoot any weapons, and may turn freely as they move.
Walker: The vehicle follows the movement rules for walkers in the Warhammer 40,000 rulebook; i.e. it can move up to to 6" and fire up
to two weapons. If stationary you can fire all weapons.
Weapon Options: Now, although the weapon lists includes suitable 'standins' for most weapons that can be mounted on a vehicle
model, it has to be said that there are some weapons which aren't well represented.
I've included the points values her as it saves me from having to repeat the list in the 'Points Cost' step of designing the vehicle later
on.
Rather than come up with a huge new list of weapons in a bid to cover everything that could be conjured up by the imaginations of
some of the madder modelers out there (a thankless and nearly impossible task), I have instead come up with a set of weapon options
which can be used to upgrade weapons from the list below.
It has to be said that these options are rather generic and lack some of the character of a 'unique' special weapon such as those we are
able to create when writing a Codex, but have the benefit of being flexible and very easy to use.
The options that are available are listed below, along with the effect they have on a weapon's points value.
Any options can be combined (i.e., you can have a twin-linked WEAPON UPGRADE CHART
gatling mega lascannon if you really feel you have to!), but WEAPON OPTION COST INCREASE
options may not be doubled up (ie you cannot have a mega BLAST +150%
mega lascannon). CO-AXIAL Add cost of co-axial weapon
Add together the costs of the multiple upgrades. For example, GATLING +100%
a twin-linked, gatling, mega, blast weapon would cost LONG BARREL +50%
<>50+100+100+150 = +400%, or five times its normal cost! MEGA WEAPON +100%
TWIN LINKED +50%
Blast: The weapon gets a Blast marker if it doesn't normally
have one. If it has a Blast marker, then the Blast marker is upgraded to an ordnance blast. If it already has an ordnance blast, then
you've wasted the points! This option may only be used for weapons that are mounted on immobile vehicles or war machines.
Co-Axial Weapons: A 'co-axial' weapon is one that is fixed beside another weapon of a different type, a bit like a twin-linked weapon
but where two different types of weapon are used. For example, a tank might have a turret mounted autocannon with a co-axial heavy
bolter mounted beside it. Any type of weapons may be fitted into a 'co-axial' mount, Both weapons must fire at the same target unit,
even if fitted to a war machine. If a co-axial mount includes an ordnance weapon, then if it fires any other co-axial weapons cannot be
used (including other ordnance).
Twin-Linked Weapon: Twin-linked weapons, as their name implies, are basically two weapons mounted side by side. They are quite
common in Warhammer 40,000, and the rules for them can be found in the rulebook (they allow a re-roll of the To Hit dice). Any
weapons can be twin-linked if desired, but the model representing the weapon must have two or three gun barrels.
Gatling Weapon: Gatling weapons are basically an even bigger version of a twin-linked weapon, with even more gun barrels. Any
weapons may put in a gatling mount. This allows them to take D3 shots for each shot they would normally fire (ie, a gatling heavy
bolter would get 31D3 shots per attack). Weapons with a template must place additional templates touching the first using the rules for
mortars and other Guess range weapons. The model representing a gatling weapon must have four or more gun barrels.
Long Barrel: Long barreled weapons, as their name implies, are much longer than a normal version of the weapon. This allows them to
shoot further than the normal version, adding 50% to their range. For example a long-barreled autocannon would have a 72" range
rather than its normal 48" range. Long barreled weapons must be at least twice as long as the normal length for a weapon of their type.
Mega-Weapons: Mega-weapons are simply huge versions of the weapons from the standard weapon lists, for example a mega-
lascannon (for some reason mega-weapons proved an extremely popular option with the
testers of these rules!). Only weapons fitted to war machines or an immobile vehicle may be upgraded to megaweapons. Mega weapons
increase their strength and armor penetration by one point each, so the mega-lascannon mentioned above would have a Strength of 10
and an AP of 1 (ouch!). Note that Strength cannot be increased to higher than 10, or AP to better than 1 .
WEAPONS CHART
WEAPONS BS 4 BS 3 BS 2 WEAPONS BS 4 BS 3 BS 2
Assault Cannon +35 +25 +20 CHAOS WEAPONS
Autogun +1 +1 +1 Combi-Weapons
Autocannon +35 +25 +20 Bolter-flamer +10 +10 +10
Boltgun +2 +2 +2 Bolter-Meltagun +15 +10 +5
Flamer +10 +10 +10 Twin Bolter +4 +4 +4
Grenade Launcher +15 +10 +5 Blast Master +20 +15 +10
Heavy Bolter +20 +15 +10 Doom Siren +15 +15 +15
Heavy Flamer +15 +15 +15 Sonic Blaster +6 +6 +6
Hunter Killer Missile +15 +10 +5 ELDAR WEAPONS
Lasgun +1 +1 +1 Bright Lance +35 +30 -
Lascannon +35 +25 +20 Eldar Missile Launcher +30 +20 -
Ripper Gun +3 +3 +3 D-cannon +30 +30 -
Meltagun +15 +10 +5 Fusion gun +10 +10 -
Missile Launcher +25 +20 +15 Lasblaster +2 +2 -
Mortar +25 +25 +25 Shuriken Catapult +2 +2 -
Multilaser +35 +25 +20 Shuriken Cannon +25 +20 -
Multimelta +40 +30 +20 Star Cannon +45 +35 -
Plasma Cannon +40 +30 +20 Scatter Laser +30 +25 -
Plasma Gun +15 +10 +5 Reaper Launcher +35 +25 -
Smoke Launchers +3 +3 +3 Death Spinner +25 +25 -
Storm bolter +5 +5 +5 Fire Prism +45 +45 -
Demolisher +50 +50 +50 Shadow Reaver +30 +30 -
Whirlwind +40 +40 +40 NECRON WEAPONS
Battle Cannon +50 +50 +50 Gauss gun +2 +2 -
Griffon Mortar +40 +40 +40 Gauss Blaster +30 +20 -
Inferno Cannon +30 +30 +30 Gauss Cannon +35 +25 -
Earthshaker +60 +60 +60 ORK WEAPONS
Vanquisher Cannon +55 +50 +50 Big Shoota - - +12
DARK ELDAR WEAPONS Kombi-weapon
Blaster +10 +10 - Shoota/rokkit launcher - - +5
Dark Lance +35 +30 - Shoota/skorcha - - +8
Destructor +15 +15 - Kustom Mega-blaster - - +15
Disintegrator +30 +25 - Rokkit Launcha - - +8
Shredder +15 +10 - Skorcha - - +5
Splinter Rifle +2 +2 - Lobba - - +15
Splinter Cannon +20 +15 - Zzap gun - - +15
Stinger +5 +5 - Kannon - - +15
Terrorfex +15 +15 -
Close Combat Options: If you wish, vehicles can be CLOSE COMBAT WEAPON CHART
armed with a close combat weapon of some kind or WEAPON COST
another. In Warhammer 40,000 the only vehicles that CLOSE COMBAT WEAPON +1 pts x WS x A
really have close combat weapons are walkers, but as DREADNOUGHT CLOSE COMBAT WEAPON +5 pts x WS x A
this may not be the case with scratchbuilt or WAR MACHINE CLOSE COMBAT WEAPON +10 pts x WS x A
converted models, we'll just assume any vehicle can
have them.
Vehicles armed with close combat weapons follow the rules for walkers in the rulebook. The WS of the vehicle is shown on the chart in
the next section of rules, and is used for working out its chance to hit and the cost of the weapon.
Small and Normal sized vehicles may be given close combat weapons, power weapons, or Dreadnought close combat weapons. War
Machines may only be given war machine close combat weapons (see the appendix on war machines).
The cost of the weapons carried is based on the Weapon Skill of the vehicle, and the number of attacks it can make.
For example, Graham Davey's Chaos Dreadnought (see below) has two Dreadnought close combat weapons and also has the
'ferocious' special option which gives it +1 Attack. Looking in the following section on working out characteristics, we can see that
a Chaos vehicle gets a WS of 4, and I attack + 1 for each close combat weapon. This gives Graham's dreadnought 1 attack, +2 for
having two close combat weapons, and + 1 for being ferocious, for a total of 4 attacks. The cost of the close combat weapons it has is
based on the best available, namely its Dreadnought close combat weapons. These cost 5 times the Dreadnought's WS of 4, which
equals 20. times the number of attacks, which makes a total of 80 points.
Amphibious Craft: Amphibious craft are designed to work on water, or what passes for water on alien planets. Amphibious craft treat
water (or its equivalent) as clear terrain when they move. Amphibious craft that can't leave the water (i.e., boats or ships) may ignore
the extra points normally charged for this upgrade.
Codex Vehicle Upgrades: The vehicle may be given appropriate vehicle upgrades from the Codex of the army it has been designed to
join. Note the word 'appropriate', and remember that all vehicles must be WYSIWYG. See the appropriate Codex for descriptions and
special rules.
Eldar Fields: The Eldar are a sophisticated and technologically advanced race, and their vehicles are often protected by energy or holo
fields.
Eldar vehicles can have a field which provides a 4+ invulnerable save against any glancing or penetrating hits. They can be fitted to
any Eldar vehicle that is at least of normal size. Eldar energy fields don't work against close combat attacks and no more than one may
be fitted per vehicle.
Ferocious: This option may only be used for vehicles with close combat weapons. In close combat the vehicle becomes a whirling
maelstrom of destruction.
To represent this, add +1 to the vehicle's Attacks characteristic. This option does not cost any extra points per se, but the extra attack
must be taken into account when working out the cost of the vehicle's close combat weapons.
Imperial Shields: Imperial Titans and some other vehicles or fixed defense sites are protected by a form of energy field called a void
shield. These can't be fitted to most vehicles as they require large plasma reactors to power them.
Imperial Fields absorb the damage from one glancing or penetrating hit and then 'go down' as they dissipate the energy that was
absorbed. The Imperial player can roll to repair downed fields at the start of each of his turns. Roll 1 D6 per field, and it comes back on
line on a roll of 6+. Fields can only be fitted to War Machines.
Open-Topped: An 'open-topped' vehicle is one where the crew are exposed to enemy fire, rather than being fully enclosed behind armor
plate. This is actually a bad special option, in that it makes the vehicle more vulnerable to enemy fire. Opponents get to add +1 to
damage rolls.
Orbital Lander: This vehicle is dropped from orbit to land on the battlefield. Such units may always be placed in reserve, even if
reserves are not normally allowed by the scenario being played, and enter in the player's turn using the Deep Strike rules.
Ork Fields: Ork Mekboyz seem to have an innate ability to construct energy fields in a bewildering variety of types and forms. For the
purposes of these rules, and to keep things simple, they all work in the same way as Imperial Fields, but can't be repaired. They can be
fitted to any Ork vehicle that is at least of normal size. Vehicles with more than one structure point (see the war machine rules later on)
may have up to one field for each structure point.
Recovery Vehicles: It's not uncommon to see vehicles that have been converted into armored recovery vehicles (or ARVs) of some
type or another. ARVs are used to take damaged vehicles back to a repair depot where they can be fixed and sent back into action.
They can also be used to move a completely destroyed vehicle out of the way if it is blocking movement.
An ARV can drag any destroyed or immobilized vehicle (friend or foe) that they start the turn in base contact with. Both vehicles may
move up to D6" and must remain in base contact at the end of the move (please use common sense here when moving the vehicles!).
Neither vehicle may shoot in the same turn that they are towing or being towed, except that the vehicle being dragged can fire one
weapon at the ARV if it's able to.
Souped Up Engine: Some vehicle engines can be souped-up to make them faster. This option may only be taken for vehicles with no
more than 50 points of armor.
Lumbering vehicles and walkers with souped-up engines count as being agile (see the section on Agile vehicles), and any other type of
vehicle becomes fast. War machines with more than 5 structure points may not take this upgrade.
Transport: This option allows the vehicle to transport 11 normal sized models. Small vehicles may carry up to six normal-sized models.
Vehicles with more than 1 structure point (see the war machine rules later on) may transport an extra five models for each structure
point in excess of 1. Models that are Terminator sized or larger count as two models against the limit that may be carried.
Walkers or other vehicles of up to normal size may be carried, taking up five spaces if small and ten if normal sized, but only it the
transport vehicle is large enough to carry them and they could fit through the entry hatch.
Vehicles being transported in another vehicle which is destroyed will suffer a glancing hit on a D6 roll of 4+ (rather than having to make
an armor save as transported models do).
Tunnellers: Tunnellers, as their name implies, are capable of burrowing through the ground. They are generally used to transport
troops and launch surprise attacks by suddenly surfacing where the enemy least expects them.
Any tanks or light vehicles may be given a 'tunneller' option. Such units may always be placed in reserve, even if reserves are not
normally allowed by the scenario being played, and enter play using the Deep Strike rules.
Wreckers: Some vehicles are fitted with things like wrecking balls, big grabby claws, enormous drills etc. These may only be used to
attack terrain features or immobilized vehicles that are in base contact with the wrecker vehicle.
Targets that will fit completely under an Ordnance template are destroyed on a roll of 6 on 1 D6. Larger targets cannot be affected in the
time frame of the game.
Targeter: Vehicles often have a targeting matrix, optical enhancement system or other device to increase the chance of their guns
hitting. This must be represented with some sort of radar dish, sensor or gun-sight on your model.
A targeter increases the crew's BS by +1. All guns on the vehicle now cost the corresponding higher price for the new BS. Races that
already have BS4 are deemed to have such devices built into their vehicles and may not chose this option.
9. GET PLAYING!
Well, what are you waiting for? Work out your vehicle, write down its details on your datafax, and get playing! After the summary are
appendices covering extra rules for War Machines and Flyers. Have fun!
VEHICLE DESIGN SUMMARY SHEET
VEHICLE DESIGN STEPS
1. Pick Type
2. Pick Size
3. Pick Armor
4. Work out Speed
5. Pick Weapons
6. Work out characteristics
7. Pick Special Options
8. Work out Points Value & Vehicle category
1. PICK TYPE 2. PICK SIZE
Vehicle Type Summary: • Small (i.e., buggies, Land Speeders, Vypers, etc)
• Walker • Normal (i.e., Thinos, Leman Russ, Land Raiders,
• Tank Ravagers etc)
• Vehicle • War Machines
• Flyer
• Immobile
COST OF ARMOR
Cost
Armor F S R
9 0 0 5
10 0 5 10
11 5 10 20
12 10 20 30
13 20 30 40
14 30 40 50
3. PICK ARMOUR
Add up the total cost of your armor facings, using the
chart. Remember to count the side armor twice and don't
exceed the total armor limit for your vehicle listed below.
COST OF ARMOR
Size of Vehicle
SPEED SMALL NORMAL WAR MACHINE
IMMOBILE 0 0 0
NORMAL +5 +10 +20
LUMBERING +5 +10 +20
AGILE +10 +15 +30
FAST +10 +20 +40
FLYER +40 +40 +40
4. WORK OUT SPEED
The cost of the vehicle's speed is found on this chart, by cross-referencing
the vehicle's size and speed.
5. PICK WEAPONS
Next add in the cost of all of the weapons on the vehicle, as listed on the weapon charts below. Remember to increase the cost of any
weapons that have been given upgrades by the percentage listed on the Weapons Upgrade chart.
CLOSE COMBAT WEAPON CHART
WEAPON COST
CLOSE COMBAT WEAPON +1 pts x WS x A
DREADNOUGHT CLOSE COMBAT +5 pts x WS x A
WEAPON
WAR MACHINE CLOSE COMBAT +10 pts x WS x A
WEA PON
WEAPONS CHART
WEAPONS BS 4 BS 3 BS 2 WEAPONS BS 4 BS 3 BS 2
Assault Cannon +35 +25 +20 CHAOS WEAPONS
Autogun +1 +1 +1 Combi-Weapons
Autocannon +35 +25 +20 Bolter-flamer +10 +10 +10
Boltgun +2 +2 +2 Bolter-Meltagun +15 +10 +5
Flamer +10 +10 +10 Twin Bolter +4 +4 +4
Grenade Launcher +15 +10 +5 Blast Master +20 +15 +10
Heavy Bolter +20 +15 +10 Doom Siren +15 +15 +15
Heavy Flamer +15 +15 +15 Sonic Blaster +6 +6 +6
Hunter Killer Missile +15 +10 +5 ELDAR WEAPONS
Lasgun +1 +1 +1 Bright Lance +35 +30 -
Lascannon +35 +25 +20 Eldar Missile Launcher +30 +20 -
Ripper Gun +3 +3 +3 D-cannon +30 +30 -
Meltagun +15 +10 +5 Fusion gun +10 +10 -
Missile Launcher +25 +20 +15 Lasblaster +2 +2 -
Mortar +25 +25 +25 Shuriken Catapult +2 +2 -
Multilaser +35 +25 +20 Shuriken Cannon +25 +20 -
Multimelta +40 +30 +20 Star Cannon +45 +35 -
Plasma Cannon +40 +30 +20 Scatter Laser +30 +25 -
Plasma Gun +15 +10 +5 Reaper Launcher +35 +25 -
Smoke Launchers +3 +3 +3 Death Spinner +25 +25 -
Storm bolter +5 +5 +5 Fire Prism +45 +45 -
Demolisher +50 +50 +50 Shadow Reaver +30 +30 -
Whirlwind +40 +40 +40 NECRON WEAPONS
Battle Cannon +50 +50 +50 Gauss gun +2 +2 -
Griffon Mortar +40 +40 +40 Gauss Blaster +30 +20 -
Inferno Cannon +30 +30 +30 Gauss Cannon +35 +25 -
Earthshaker +60 +60 +60 ORK WEAPONS
Vanquisher Cannon +55 +50 +50 Big Shoota - - +12
DARK ELDAR WEAPONS Kombi-weapon
Blaster +10 +10 - Shoota/rokkit launcher - - +5
Dark Lance +35 +30 - Shoota/skorcha - - +8
Destructor +15 +15 - Kustom Mega-blaster - - +15
Disintegrator +30 +25 - Rokkit Launcha - - +8
Shredder +15 +10 - Skorcha - - +5
Splinter Rifle +2 +2 - Lobba - - +15
Splinter Cannon +20 +15 - Zzap gun - - +15
Stinger +5 +5 - Kannon - - +15
Terrorfex +15 +15 -
GET PLAYING!
Well, what are you waiting for? Record the information needed on your datafax, and get playing!
APPENDIX ONE - WAR MACHINES...
As noted at the start of the Vehicle design rules, any extremely large vehicles are collectively known as War Machines. The following
special rules apply to them. War machines fight in their own 'army', fighting alongside another army as a separate detachment, as
described on page 131 of the Warhammer 40,000 rulebook. This limits their use to either fighting on their own, or in games of 2,000
points plus per side. War Machine detachments consist of up to three war machines of (more or less) the same type.
Structure Points: War Machines are so large that they can absorb damage that would destroy another vehicle. To represent this they
must be given 2 or more structure points, which equate roughly to wounds for other models. Basically, the more structure points a
vehicle has, the bigger it is. Here are some examples based on Imperial vehicles:
• Baneblade Super Heavy Tank: 3
• Warhound Scout Titan: 3
• Reaver Titan: 6
• Warlord Titan: 9
Energy Fields: Ork and Imperial War Machines are often protected by two or more sets of energy fields. Epic 40,000 is a useful
reference for the number and type of protective fields carried by War Machines. A War Machine can never have more than one
protective field per per structure point.
War Machines and difficult terrain: War Machines treat difficult terrain differently to normal vehicles. They can ignore low walls,
hedges, bushes and rubble - there's no need to test for these at all.
Going through other difficult terrain they test as normal. However, if they roll a 1 they are not automatically immobilized. Instead, they
lose D3" of movement, just as if they had suffered an 'Engines Damaged' result on the damage tables (see later).
Tank Shock and War Machine Assaults: Enemy infantry must test at -1 to their Leadership value if they are Tank Shocked by a War
Machine.
Ordnance: War Machines may fire Ordnance and still fire other weapons. They may fire Ordnance even if they move.
Targeting: War Machines can engage more than one target unit if desired. Instead of picking a target for the War Machine, pick a
target for each weapon on the War Machine.
Close Combat Attacks: War Machines can tank shock an enemy in the Movement phase. If the enemy pass their morale check then the
War Machine moves into contact with the enemy unit and must fight a close combat against it in the
Assault phase. This is the only way that War Machines can enter close combat (though they can be assaulted by enemy units in their
turn as normal). Being in close combat does not stop the War Machine shooting, and it may fire at the unit it is assaulting if desired.
War Machines are allowed to 'barge into' enemy infantry units rather than stopping when they contact the first enemy model. Keep
moving the War Machine until it completes its move, moving enemy models out of the way as required. Any models moved out of the
way should be placed back on the table so that they are touching the War Machine. War Machines can't barge other War Machines
out of the way.
In the assault phase a War Machine that Tank Shocked the enemy receives a number of bonus close combat attacks. These bonus
attacks represent the chance of the victim either getting stomped upon or crushed under the War Machine's tracks, wheels or what
ever, and are only ever received in the War Machine's turn; if the War Machine is assaulted by the enemy in the enemy turn then it
does not receive any bonus attacks.
The number of bonus attacks is equal to the number of enemy models or vehicles that are in base contact with the war machine (i.e.,
each enemy touching the war machine is attacked once). All bonus attacks count as having a WS of 1, no matter what the actual WS of
the war machine, and have a strength of 5 plus 1 for every 3 structure points the war machine had at the start of the battle (round
fractions of 3 down). Roll to hit and damage normally. All War Machine close combat attacks ignore armor saves, and roll 2D6 for armor
penetration.
Opponents that fight a round of close combat against a War Machine and fail to destroy the War Machine (quite a likely occurrence!)
automatically fall back unless they are a vehicle or another War Machine. War Machines may never pursue or consolidate they remain
stationary.
War Machine Close Combat Weapons: War Machines that have close combat weapons may use them in addition to their bonus
attacks. War Machines with close combat weapons receive a number of attacks with them equal to the number of close combat
weapons carried plus one. Look up the War Machine's Weapons Skill and Initiative in section six of the vehicle design rules.
War Machine close combat weapons give the War Machine a Strength of 10. Any glancing or penetrating hit causes an additional D3
structure points of damage against an opponent, in addition to any damage rolled on the Damage table. War Machine close combat
weapons may only be used against enemy vehicles, War Machines and Monstrous models.
Roll on the following tables for glancing and penetrating hits on a War Machine. Ordnance rolls on these tables,
not on the Ordnance damage table.
As you might expect, flying vehicles require rather a lot of special rules to cover their movement. They start a long way off the table,
and then basically carry out an 'attack run' by flying over the table in a straight line. The following rules explain how this works.
Starting The Attack Run: Flyers always start the game in reserve, even in scenarios that do not normally allow reserves to be used.
Roll the dice for them each turn, starting with the second turn, as you would normally for a reserve unit.
When the flyer appears, place it on any table edge, facing in the direction you wish it to fly. It will not actually move until your
opponent's turn, but placing it like this equates to the opposing army hearing the flyer and seeing it appear on the horizon! Because it
hasn't really reached the table yet the flyer may not shoot or be shot at until it makes its attack run.
Making The Attack Run: A flyer makes its attack run after the opposing player's Movement phase, but before their Shooting phase - in
affect you 'interrupt' their turn to let the flyer make its move. (If several fliers all arrive at the same time, make their moves in any order
you like and then move onto the Shooting phase.) Move the flyer in a straight line any distance you like across the table. The flyer will
get to make its attack at the end of your opponent's Shooting phase, after the opponent has had a chance to fire at it.
After making the move, play returns to your opponent's Shooting phase. Enemy units shoot normally, or can target the flyer if
preferred. The flyer can be shot at by any weapons apart from ordnance and barrage weapons. Measure the range to the flyer's base, or
to any position the flyer occupied during its move before it reached its final position (i.e., the shots can be assumed to have taken place
as the aircraft moved). However you must add 12" to the range measured, to represent the extra distance upwards. So a range measured
at 3" would become 15", meaning a pistol, for example, would be out of range.
Roll to hit the flyer, but because it is moving so fast it will only be hit on a roll of 6, no matter what the BS of the model making the
attack. Then roll for damage normally, counting the flyer as a fast-moving skimmer (i.e., all hits are glancing). Stunned and shaken
results stop the flyer from attacking but have no other effect. Immobilized results destroy the flyer. Note that the line of sight can never
be blocked between a flyer and a target, either when it attacks or when it is shot at.
Assuming the flyer isn't shot down or suffered a stunned or shaken result, then it can make its attacks after your opponent has finished
his Shooting phase. The flyer may pivot up to 452 either before or after making the attack (but not both). A flyer may shoot all of its
weapons, even though it has moved. All weapons must be fired directly forward in the direction that the flyer is pointing.
Measure the range from the flyer's base to the target, but do not add 12" to the range this time (the flyer's attack doesn't have to work
against gravity). Then make the attack using the normal shooting rules. After the flyer has made its attack, it flies in a straight line off
the table.
Additional Attack Runs: The flyer can make further attack runs. Roll a D6 at the start of the next friendly player turn, and on the roll of a
2+ position the flyer on the table edge in the same manner as when it first appeared. On a roll of 1 the flyer doesn't return this turn, but
you may roll again for it in your own next turn.
Big Bombs: These work in the same manner as a normal bomb, but it have the same effect as a Griffon Mortar (G12-48", S6, AP4,
Ordnance 1 blast). They cost 20 points each.
Rockets: Rockets have the same effect as Hunter-killer missiles (unlimited range, S8, AP3, heavy 1). Each rocket may be used once per
battle, costing 10 points each,
Smart Bombs: A bomb or big bomb can be upgraded to a smart bomb for +50% cost. A Smart Bomb works in the same way as a normal
bomb, except you may reroll the scatter dice if you doesn't like the first result (you must accept the second roll though!).
Anti-Aircraft Mounts: An anti-aircraft mount, as its name implies, is a mount that allows a weapon to be fired at flyers more easily than
would normally be the case. Any weapon may be fitted in an anti-aircraft mount at +50% to its normal cost. An anti-aircraft mount
allows the weapon to shoot at flyers using its normal BS, rather than only hitting on a 6. It also allows ordnance and barrage weapons
to fire at fliers (you score a hit if the flyer is over the marker, but can't hit ground targets as well).
Weapons fitted in anti-aircraft mounts may not fire at all if the vehicle moved, and preclude the use of any other weapons on the
vehicle in the turn that they fired, unless they are fitted to a war machine.
Orbital Landers: If a flyer is given the Orbital Lander upgrade then it will fly down from orbit to land on the battlefield, a bit like the
space shuttle. When the flyer arrives it makes an attack run just like any other flyer. However, rather than firing its weapons it is
allowed to land on the table. If it chooses to land it may not shoot.
While landed a flyer can't move but may shoot like a normal vehicle. It may not use bombs or rockets while landed! Assuming it has a
transport capacity, then any passengers may disembark, and new passengers may embark into the flyer using the normal rules. If the
flyer is fired upon while landed then the enemy roll to hit normally; they don't have to roll a 6 to hit a landed flyer.
A landed flyer may take off again in any enemy turn, after the enemy has had their Shooting phase. A landed flyer then takes off
immediately and leaves the table in the same manner as if it were completing an attack run (i.e., it flies off the table in a straight line).
VEHICLE DATAFAX
Name Points/Model Front Armor Side Armor Rear Armor BS
Structure Points:
Structure Points:
VEHICLE DESIGN RULES
THE SOUPED-UP VERSION!
December 2000
Ever since the Vehicle Design Rules (VDR from now on) came out in WD 251 I've had people bending my ear about them. "Well Jervis,"
they say. "Your rules have caused quite a furore - it's all anybody seems to want to talk about on the net these days."
Fortunately, although quite a lot of the stuff that has come up has either been rules queries or dull questions about game balance, just
as much has been really very exciting stuff about vehicle variants, scratch-built models and cool things that the VDR allow people to do
in their Warhammer 40,000 games. As the VDR were written to stir up interest in this sadly neglected aspect of the hobby, I'm more than
pleased with the response so far, and am quite happy to weather the occasional brick-bat from players who worry that the rules may
unbalance the game.
This isn't to say that the rules are perfect. Far from it; the article has more than its fair share of typos and gaffs. Fortunately all these
things are easily sorted out, which is the purpose of this follow-up article. Hopefully we'll be able to look at some of the cool new
vehicles I've been hearing about in more detail in White Dwarf in the coming months.
For the time being though, this article has been written to answer the questions that have arisen, and to close a couple minor loopholes
in the VDR that, erm, creative players round the world have considered exploiting. Here goes.
Weapon Upgrades
Use the following chart to determine what upgrades can be given to different sorts of weapon. Note that the chart includes some new
upgrades which are described later on.
Upgrade Small-arms Barrage Flamer Other
Blast N Y N Y
Co-Axial Y Y Y Y
Gatling N N N Y
Gun Battery N Y N N
Long Barrel N Y N Y
Mega-Weapon N Y Y Y
Shorter Barrel N Y N Y
Slower Rate Of Fire N N N Y
Titan Killer N Y N Y
Twin-Linked Y N N Y
VEHICLE SPEED RULES
The last bit of the VDR that caused problems was the rules for deciding the vehicle's speed. Unfortunately during editing a sentence
was added which wasn't in the original manuscript, which directly contradicted the rules for souped-up engines later on. Wooops! The
correct rules for working out a vehicle's speed are as follows.
Ignore the reference to upgrading your vehicles speed to 'your choice' at the start of the section about working out vehicle speed (page
74, middle column, last sentence in the first paragraph). The only way to modify a vehicle's speed is to give it a souped-up engine.
The souped-up engine entry should be changed to read as follows:
'Souped-up Engine: Some vehicle engines can be souped-up to make them faster. Lumbering vehicles and walkers with souped-up
engines count as being agile.
• Normal vehicles with up to 36-42 points of armour count as fast.
• Flyers, immobile vehicles, and normal vehicles with 50-56 points of armour may not be given souped-up engines.
CONCLUSION
I hope the changes described above sort out all of the quibbles I've seen raised about the VDR so far, and will allow you to use them
confident in the knowledge that they are fair and balanced. Hopefully now the debate will move on a bit from the rather abstract
musings I've seen so far (eg, "Hey guys, did you know you could use the VDR to do this.") and onto discussions about actual models
that have been made and used ("Hey guys, take a look at these pics of a cool new model I designed using the VDR."). Apart from
anything else we'll be looking to feature the best conversions and scratch-builds in White Dwarf and on this very website, so make
sure you let us know about any new models you come up with.
Happy modelling!
Jervis Johnson
Mechanized Death
Rogue-Trader Era Vehicles in Warhammer 40,000 3rd Edition
Many of the veteran gamers still involved in this great hobby have at least one or two old out-of-production (OOP) models in their
collection. All of us who own these models look back on them with a sort of nostalgic feeling, and many of the newer members of this
hobby have looked on in awe at these (seemingly) ancient relics. Most people who own these OOP models agree that it would be nice
to be able to dust off those old models and use them in a game of Warhammer 40,000 with rules that accurately represent their traits and
armament.
To that end, we have created the following set of stats for a selection of OOP vehicles. These rules were created using the new Chapter
Approved Vehicle Design System, and so are allowed in non-tournament games without needing the approval of your opponent. It is
suggested, however, that you make your opponent aware of these rules and their origins before springing upon him with a new, never-
before-seen vehicle.
So dust off those old vehicles, touch up their paint jobs, and get playing!
SPACE MARINES
Name Points/Model Front Armor Side Armor Rear Armor BS
Space Marine Orgus Flyer 95 10 10 10 4
Type: Skimmer Size: Small Speed: Fast
Weapons: Lascannon and Missile Launcher Special Options: Skimmer Vehicle Category: Fast Attack
Structure Points: N/A
The Space Marine Orgus Flyer is a light flyer similar to 20th-century helicopters. It is crewed by one Space Marine
and is used to make scouting runs before a battle and to harass the enemy during a battle.
Unusually for a Special Character, it is written that Brother Captain Tycho died during the final battle at Tempestora Hive. If you want
to include the rules for this super-hard version of the Blood Angels character, here are the rules:
Brother Captain Tycho at Tempestora Hive
Points WS BS S T W I A LD Save
Tycho 120 5 5 4 4 2 5 3 9 2+
In order to use Tycho at Tempestora Hive, you must select Tycho as an HQ choice without any Honour Guard and with no alterations
to the wargear specified below.
You must also include a Chaplain. Tycho will fight as one of the Death Company and does not follow any of the independent
character rules. Opponents may of course designate him as the target for melee attacks subject to the normal rules.
Wargear: Combi-bolter-melta, artificer armour, bolt pistol, frag and krak grenades, bionics, purity seals and digi-lasers. These items
are described in Codex Space Marines and Blood Angels.
SPECIAL RULES
Embittered: If Tycho has joined the Death Company, they are subject to the Black Rage every turn. They still roll the distance moved
however.
The Red Thirst: If a Death Company contains Captain Tycho then it must move directly toward the nearest enemy as fast as possible
and must make an assault if it can do so. This applies even if a Chaplain or Sanguinary High Priest leads the Death Company.
Fearless: As with other Death Company, Tycho automatically passes any Leadership test he is required to make and ignores effects
that would make him fall back automatically.
Ignore Injury: Whenever Tycho loses a wound he has a 4+ save. This does not apply when shot by weapons of STR 8 or more
(which would kill him outright) or struck in melee by attacks which negate armour saves.
Transport: A Death Company including Tycho may not use jump packs and must be mounted in a Rhino. If there are more than 10
Death Company (including the Chaplain and Tycho) then they may not use the Rhino and must march into battle on foot instead
IMPERIAL GUARD ARMORED COMPANY
PREVIEW ARMY LIST
The Imperial Guard is a huge and widely diverse organization that includes a large number of very specialized formations. Although
the ubiquitous Imperial Guard Infantry
Company is far and away the most common Company sized unit used by the Guard equally as important, though considerably less
common, are Imperial Guard Armored Companies.
An Armored Company consists almost exclusively of armored vehicles, with the only infantry contingent coming in the form of
Armored Fist squads whose Chimeras can keep up with the other vehicles in the formation. A typical Armored Company can have
anywhere from 12 to 24 vehicles, most of which will be Leman Russ battle tanks of one form or another. Attacking as a single force,
this many tanks can batter their way through most opposition.
Armored Companies are very specialized, and this combined with the difficulty of raising and maintaining an Armored Company
means that the are only used for the most important duties. They are used to spearhead attacks, to exploit a break-through, or to act as
a mobile reserve that can be used to counter-attack and blunt an enemy offensive. If the infantry of the Imperial Guard are the anvil
against which the enemies of the Imperiurn are crushed, then the Armored Companies are the hammer which is used to deliver
crushing blows that batter the enemy into submission. Imperial Guard Armored Companies are thus a vital part of any Imperial Guard
army group.
ARMORED SPEARHEAD
Armored Companies are used to spearhead attacks and undertake important missions. When not on such missions ey will be kept in
reserve behind the main line. It is extremely rare for them to be used to hold sectors of the front line or undertake Standard missions,
and they are completely unsuited to Raid missions. Therefore, the normal rules for picking missions and deciding who is the attacker
do not normally apply to games that include an Armored Company on either side.
In games that include an Armored Company both sides always use the standard force organization, and the actual mission to be played
is determined by rolling on the Armored Company Mission table below. Players preferring to make things simpler can simply choose
the mission instead Of rolling randomly.
The Armored Company will always be the attacker, even against Dark Eldar, unless the mission table says otherwise. IMPORTANT:
If both sides are fielding Armored Companies then the new 'Tank Armageddon' mission included with this list mu st be used; there is
no need to roll on the Mission table.
ARMORED COMPANY MISSION TABLE
1. Roll again:
1 Sabotage (Armored Co. Must defend)
2 Ambush (Armored Co. Must defend)
3 Strongpoint Attack (Armored Co. Must defend)
4 Cleanse
5 Night Fight
6 Recon
2. Take and Hold
3. Bunker Assault
4. Rearguard
5. Breakout
6. Blitz or Armored Thrust
(roll off to see who decides)
Designer's Note: If you are playing large games with multiple detachments, as described on pare 131 of the Warhammer 40,000
rules, then you can choose to either use the normal rules for picking missions, or treat the game as an armored engagement. If you
decide to fight a normal battle then the normal rules for picking missions and choosing forces apply, while if you go for an armored
engagement then you use the new rules presented here. As a rule of thumb, if 50% or more of the force for either side is made up of
Armored Companies then the battle should be fought as an armored engagement.
NEW SCENARIOS
The following two new scenarios can only be used it an Armored Company is fielded by one or both sides. For details of when to use
the scenarios see above.
Tank Armageddon: Tank vs tank battle. Set up as for Patrol. Game lasts until one side is reduced to half or less its starting number of
vehicles at the end of a turn. If both sides are broken in same turn then the game is a draw.
Armored Thrust: The Armored Company has broken through enemy lines and is rampaging about. Use the rules for the Blitz
mission, except the attacker enters on his table edge on the first turn, and the Fortifications, Infiltrators, and Preliminary Bombardment
rules are not used.
USING THE ARMY LISTS
The Armored Company army list is structured in a rather different way to the army lists included in the Warhammer 40,000 rules and
Codices. It is split into two sections: the army list and the vehicle inventory. You use the army list to pick the units that will make up
your army and the vehicle inventory to decide exactly what type of vehicle the unit is equipped with. The reason for using this
seemingly arcane system is simply that many of the units in the army list can pick from a number of different types of vehicle, and if
we included the vehicle details each time they appeared in the list (i.e., we showed the details of the Leman Russ for each and every
unit allowed to use it) then the army list would be two or three times as long - and rather repetitive to boot!
The army lists are used in conjunction with the standard force organization art. The chart is split into five categories (HQ, Elites,
Troops, Fast Attack and Heavy Support), which correspond to sections in the army list. To choose units you need to look in the
relevant section of the list and decide
which unit you want and how many models will be in the unit. The entry will also tell you what types of vehicle can be chosen for the
unit from the vehicle inventory. Refer to the inventory to find the vehicle and any want for it. Remember, you can't field models
equipped with weapons or upgrades not shown on the model.
The total points cost for the unit is equal the points noted for the unit in the my list, plus the points noted for the vehicle and any
upgrades you've taken the inventory. Subtract this total from your army's total points, and then go back and make another choice.
Continue do this until you have spent all of your points. Then get ready to rumble!
VERY IMPORTANT NOTE. Most of the entries in the army list section include profiles and weapons for a vehicle's crew. From
these the only really important elements for 99.9% of the time will be the points cost and the Ballistic Skill (BS). The points cost (if
any) is added to the cost of the vehicle the crew are manning, while the BS is used to fire any of the vehicle's weapons. We've included
the rest of the details in case the crew manage to escape from a vehicle with the 'crew escape mechanism' upgrade (see the vehicle
upgrades rule in the Armory). Note that vehicle crew may not use any weapons or wargear while they are in their vehicle!
SPECIAL RULES
Designer's Note: In games where the following Lucky Glancing Hits and Infantry Support rules are used, they apply to both sides, so
make sure that your opponent is aware of it at the start of the game. If you don't let your opponent know before he sets up, then the
rules apply to you but not to him!
Lucky Glancing Hits: Even the most heavily armored vehicle has certain locations which are especially vulnerable. For example,
most vehicles have vision slits through which a shot could pass, and often crewmen will open a hatch to look out, which will leave
them exposed to enemy fire. Turreted tanks are at risk to shots which hit the 'turret ring, where the turret is joined to the hull, and
which can leave the turret jammed in place and unable to move. And of course most vehicles are vulnerable to a lucky shot that strikes
their fragile tracks, wheels or thrusters and leaves the vehicle immobilized.
The chance of a shot striking such a location is very remote, and so in the normal Warhammer 40,000 rules such things are ignored.
However, when a large number of vehicles are being used in a game, and, in particular in situations where a large number of models
are armed with weapons which simply can't do any damage to a vehicle (Imperial Guard armed with lasguns, for example), then it's
important that such things as 'lucky hits' are covered.
Because of this, in games where an Armored Company army is used, the following Lucky Glancing Hits rule must be used. Lucky hits
are only used for weapons that don't have any chance of scoring even a glancing hit on the vehicle's available facing (a lasgun
shooting at a Rhino, for example). They can't be scored by weapons that roll more than one D6 for Armor Penetration, or by weapons
that re-roll the Armor Penetration dice (which don't really need the help anyway!).
Roll to hit for the weapon anyway; a lucky hit occurs on a to hit roll of 6. When a lucky hit occurs, roll the D6 again. If the second roll
is also a 6 then a Glancing Hit is scored - the shot has struck a vulnerable point on the vehicle. On any other roll the shot glances off
and has no effect.
If a lucky glancing hit is scored, roll on the glancing hit table as normal. However, if the roll is higher than the weapon's Strength,
count the hit as causing a 'Crew Shaken' result instead of what is rolled.
Example: A Chimera is heading toward a group of four Space Marines armed with bolters. Normally the S4 bolters of the Space
Marines couldn't penetrate the Chimera's front armor of 12, but with the Lucky Hit rule there is a chance of inflicting some damage,
so the Space Marines blaze away at the vehicle. The Space Marines roll to hit, and get 2, 4, 6 and 6. The 2 and the 4 are ignored, but
the 6s have a chance of scoring a lucky glancing hit. The Space Marine player rolls the D6s again and gets a 3 and a 6! The 3 does no
damage, but the 6 causes as a lucky glancing hit. The Space Marine player rolls on the glancing hit table and scores yet another 6.
However, the maximum score allowed is equal to the bolter's Strength of 4, so the roll inflicts a 'Crew Shaken' result rather than
destroying the vehicle.
Lucky glancing hits do apply to hits inflicted in close combat. However, handto-hand attacks that get a lucky glancing hit use
whatever result is rolled on the dice and don't count rolls higher than the attacker's Strength as a crew shaken result. This represents
the vulnerability Of a vehicle to a well-placed hand-to-hand attack.
Armored Company Morale: In the standard Warhammer 40,000 rules vehicles are immune to the Morale rules that affect infantry.
This reflects the added confidence that being in a vehicle bestows on a vehicle crew. This said, the crew of a vehicle are not
completely immune to the effects of morale, especially if the formation they are fighting as a part of is suffering heavy casualties and
the comm-net is echoing to the cries of dead and dying comrades. To reflect this, and to stop Armored Companies from having too
much of an advantage over armies that are subject to morale, the following special rules apply to Armored Company armies.
Once 50% of the vehicles in an Armored Company have been destroyed and/or immobilized, then vehicles from the company may
only move if the move they make is directly towards the player's table edge, or to the base line where the unit deployed/ entered the
table if it came on at a different place. If there is no such table edge then decide randomly which table edge must be used for the army.
Note that, unlike troops that have been forced to fall back, the vehicles don't have to move, but if they do they must move towards
their own side's table edge.
Note: These rules only apply to vehicles in the army. Thus any infantry that are lost are not counted for the purposes of calculating
50% destroyed (though their transport vehicles would be), and by the same token any dismounted infantry may continue to advance on
the enemy even if the vehicles in the army have stopped doing so. On the other hand the infantry will be affected by the normal
Morale rules.
Infantry Support: Although tank commanders would like to think otherwise, tanks require the support of infantry if they are to
operate effectively. This is especially true in areas that have plenty of terrain for infantry to hide in. While as a player you can see
those enemy infantry that are hiding amongst the trees don't have any effective weapons to use against, this is not true of a tank
commander; enclosed within his steel shell, only able to see out through vision slits and periscopes, and surrounded by a cacophony of
noise from the vehicle's engine and weapons, he has very little idea of just what is lurking nearby. Because of this vehicle crew are
very wary of approaching close to enemy infantry that are in cover unless they have the support of some of their own infantry to act as
their 'eyes and ears'.
To reflect this, vehicles will only approach within 12" of enemy infantry that are in cover if there are dismounted infantry from their
own side within 6" of the vehicle when it starts its move. What's more, a vehicle that starts a move within 12" of enemy infantry in
cover may not finish a move any closer to them unless it has friendly dismounted infantry within 6". Note that the restrictions apply at
the end of the vehicle's move, so it is possible to make a 'high speed dash' past blocking groups of enemy infantry, as long as the
restrictions noted above are met at the end of the move. These rules do not apply to open-topped vehicles.
IMPERIAL GUARD ARMORY
A character may carry up to two weapons but only one of these may be a two-handed weapon. Within these limits. a character may
add to or replace any weapons he already has with w eapons from the Armory. Each model may take up to 50 points worth of wargear
but no item more than once. Wargear and weapons must be represented on the model. Full rules for wargear can be found on pages
8-9 of the Codex:lmperial Guard.
Bolter-meltagun 15 pts
*Officers & Commissars only.
Bolter-plasmagun 15 pts
Lasgun 1 pt
Shotgun 1 pt
Storm bolter 5 pts
VEHICLE UPGRADES
Some Imperial Guard vehicles may be fitted with the following equipment (see the entry for the vehicle in the army list for details).
Any upgrades taken must be shown on the model. No duplicates may be chosen for the same vehicle.
Armored crew compartment 20 pts
Camo netting 1 pts
Crew escape mechanism 10 pts
Extra armor 5 pts
Hunter-killer missile 10 pts
Improved comms (One vehicle only) 20 pts
Mine sweeper 5 pts
Pintle-mounted storm bolter 10 pts
Rough terrain modification 5 pts
Searchlight 1 pt
Smoke launchers 3 pts
Track guards 10 pts
IMPERIAL GUARD ARMORED COMPANY SUMMARY
WS BS S T W I A Ld Sv
Company Commander 4 4 3 3 2 4 2 8 5+
Commissar 4 4 3 3 2 4 3 10 5+
Gaurdsman 3 3 3 3 1 3 1 7 5+
Lieutenant 3 3 3 3 1 3 2 8 5+
Storm Trooper 3 4 3 3 1 3 1 8 4+
Veteran Sergeant 3 3 3 3 1 3 2 8 5+
Vet. Storm Trooper Sgt. 3 4 3 3 1 3 2 8 4+
HEADQUARTERS
Comm-Link. The Company Commander's vehicle always comes with the 'improved comms' upgrade at no additional points cost. In
addition, another vehicle in the company may be given a comm-link as a vehicle upgrade.
No Retreat, No Surrender: As long as the Commissar's vehicle has not been destroyed then the Company can ignore the effects of
losing 50% of its vehicles as described in the Morale rules in the special rules section. This rule only applies if the Commissar can see
at least five enemy models or one enemy vehicle at the time that the Company is reduced to 50% of its vehicles (this restriction is
included to discourage players from hiding their Commissar at the back of the battlefield in a cowardly and most un-Commissar-like
fashion!).
ELITES
Veterans: Roll once on the Vehicle Battle Honors table, p 163 of the Warhammer 40, 000 rulebook.
Storm Troopers . . . . . . . . . . . . . . . . . 12 points each
Points/model WS BS S T W I A Ld Sv
Storm Trooper 12 3 4 3 3 1 3 1 8 4+
Veteran Sergeant 22 3 4 3 3 1 3 2 8 4+
Unit Size: The squad consists of one Veteran Sergeant and nine Storm Troopers.
Weapons: Hellgun and frag grenades. Any model may exchange his helIgun for a hellpistol and close combat weapon at no
extra cost. All models have carapace armor and targeters (see the Wargear section in Codex: lmperial Guard for details).
Options: Up to two models may each be armed with one of the following: flamer at +5 pts; meltagun at +10 pts; plasma gun at
+10 pts; grenade launcher at +10 pts. The squad may be equipped with krak grenades for an additional +20 pts. One model
may carry a comm-link at +5 pts.
Character: The Veteran Sergeant may take additional equipment from the Armored Company Armory.
Transport: Unless using one of the special rules below the squad must be mounted in a Chimera bought at an additional points
cost from the vehicle inventory.
SPECIAL RULES
Infiltrators: Storm Troopers are trained to work their way into a forward position on the battlefield. This means that they may set up
using the Infiltrators rule, but only if the mission allows for Infiltrators to be used. If not then they must set up as normal. Storm
Troopers that have a Chimera may not infiltrate.
Deep Strike: Storm Troopers are sometimes deployed using para-gliders or grav-chutes. To represent th1s, up to one Storm Trooper
unit may deploy using the Deep Strike rules if the mission allows for them to be used. Storm Troopers that have a Chimera may not
Deep Strike.
TROOPS
Squadron Formation: Tank squadrons operate as a vehicle unit, as described on page 88 of the Warhammer 40,000 rulebook.
However they only need to be within 6" of each other after they have moved, rather than 2" as is normally the case.
Points/model WS BS S T VV I A Ld Sv
Lieutenant - 3 3 3 3 1 3 1 8 5+
Guardsman - 3 3 3 3 1 3 1 7 5+
Veteran Sergeant - 3 3 3 3 1 3 2 8 5+
Commissar - 3 4 4 3 2 4 3 10 5+
Unit Size: The Command Section consists of 1 Lieutenant and 4 Imperial Guardsmen, plus a Chimera bought at additional
cost from the vehicle inventory.
Weapons: The Lieutenant is armed with a lasgun and sword. The Guardsmen are armed with lasguns.
Options: Up to two models may be armed with one of the following: a flamer at +3 pts; a plasma gun at +5 pts; a meltagun at
+8 pts; a grenade launcher at + 12 pts.
Two of the Guardsmen may be formed into a weapons team armed with one of the following heavy weapons: heavy bolter at
+5 pts; missile launcher at + 10 pts; lascannon at +15 pts; autocannon at +10 pts; mortar at +10 pts.
One model may be given a comm-link at +5 pts.
The command section may be equipped with frag grenades for an additional 1 point per model.
Character: The Lieutenant may be given additional equipment from the Imperial Guard Armored Company Armory.
Commissar: The Command Section may include a Commissar armed with a laspistol and sword at +40 points. The special
rules for Commissars in the Codex: Imperial Guard apply to him. He may be given additional equipment from the Imperial
Guard Armored Company Armory.
Veteran Sergeant: One Guardsman may be upgraded to a Veteran Sergeant at +10 pts. He may be given additional equipment
from the Imperial Guard Armored Company Armory.
SPECIAL RULES
Leadership: Any Armored Fist squad within 12" of a Command Section may the Lieutenant's Leadership characteristic for all
Leadership tests.
FAST ATTACK
Squadron Formation: Reconnaissance squadrons operate as a vehicle unit, as described on page 88 of the Warhammer 40,000
rulebook. However, they only need to be within 12" of each other after they have moved, rather than 2" as is normally the case.
Armored Fist Reconnaissance Patrol . . . . . . . . . . . . . . . . . 6 points each
Points/model WS BS S T W I A Ld Sv
Guardsman 6 3 3 3 3 1 3 1 7 5+
Veteran Sergeant +10 3 3 3 3 1 3 2 8 5+
Unit Size: The squad consists of 1 Sergeant and 4-9 Imperial Guardsmen mounted in a Chimera bought at an additional cost
from the vehicle inventory.
Weapons: Lasguns. The Sergeant may exchange his lasgun for a laspistol and close combat weapon at no extra cost.
Options: Up to one model may be armed with one of the following: flamer +3 pts; plasma gun at +5 pts; meltagun at +8 pts;
grenade launcher at +12 pts.
The entire squad may be equipped with frag grenades for an additional +10 pts.
Character: The Sergeant may be upgraded to a Veteran Sergeant for an additional +10 points. A Veteran Sergeant may
choose additional equipment from the Imperial Guard Armored Company Armory.
HEAVY SUPPORT
Squadron Formation: Support tank squadrons operate as a vehicle unit, as described on page 88 of the Warhammer 40,000 rulebook.
However, they only need to be within 6" of each other after they have moved, rather than 2" as is normally the case.
Battery Formation: Artillery Batteries operate as a vehicle unit, as described on page 88 of the Warhammer 40,000 rulebook.
However, they only need to be within 6" of each other after they have moved, rather than 2" as is normally the case.
IMPERIAL GUARD ARMORED VEHICLE INVENTORY
The Imperial Guard army is not noted for its subtlety, preferring to crack a walnut with a sledgehammer, if possible. This
approach is reflected in the design of their vehicles, as well. Tanks of the Imperial Guard are rough, rugged and very adaptable.
Below is the list of vehicles available to an Armored Company Commander.
BASILISK
Points Front Armour Side Armour Rear Armour BS
Basilisk 100 12 10 10 3
Indirect Fire: The earthshaker can fire 'indirectly' at targets it can't see in the same way as a mortar or Whirlwind. Earihshakers that
fire indirectly obey the normal earthshaker cannon rules, except that they become Barrage (ie, Guess range) weapons with a range of
36"-240" (see page 84 of the Warhammer 40,000 rulebook). Note that the minimum 'guess' for indirect fire is 36".
CHIMERA
Points Front Armour Side Armour Rear Armour BS
Chimera 70 12 10 10 3
GRIFFON
Points Front Armour Side Armour Rear Armour BS
Griffon 75 12 10 10 3
Siege Shells: A Griffon may fire a siege shell instead of a normal round. Siege shells use the smaller Blast template instead of the
Ordnance template but are ordnance in all other respects. Roll 2D6+5 when rolling for Armor Penetration for siege shells against
bunkers, instead of two D6 and picking the highest. If you're using the rules for buildings from the back of the Warhammer 40,000
rulebook, siege shells affect models inside a building on a 4+ instead of a 6.
HELLHOUND
Points Front Armour Side Armour Rear Armour BS
Hellhound 70 12 10 10 3
Inferno Cannon: Such is the ferocity of the Inferno Cannon that any squads who suffer casualties because of it must make an
immediate fall back move as if they had failed a Morale test. The unit is not actually broken and does not have to regroup at the start
of its next turn.
Move 'n'Shoot: A Hellhound that moves over 6" can shoot in the Shooting phase but only with its Inferno Cannon. If it moves over 6"
it can only fire the cannon via a side or rear facing.
Fuel Tanks: The Hellhound's large fuel tanks make it very vulnerable to enemy attacks. All glancing hits are treated as penetrating
hits instead.
Souped-Up Engines: Because they operate so far in front of the main units, the crews of Salamander Scout Vehicles often overcharge
the engines of their vehicles in order to make a swift escape should they encounter strong enemy forces. Imperial commanders tend to
overlook such breaches of regulations given the dangerous missions lightly equipped scout units often have to perform.
Vanquisher Battle Cannon: This cannon can fire special anti-tank (AT) shells. Declare that you will fire an AT shell before you fire
the cannon. AT shells have a range of 72" and a Strength of 8. Don't use the Ordnance blast template. Instead, roll to hit using the
crew's BS. If a hit is scored roll 2D6 for Armor Penetration and add the scores together.
Conqueror Cannon: The Conqueror replaces the standard turret weapon with a shorter barreled version of the battle cannon, firing a
smaller, less destructive shell. The reduced recoil allows the the vehicle to fire whilst on the move, making this Leman Russ variant
more mobile when leading an assault.
Imperial Guard players have doubtless been inspired by Codex: Armageddon to try out the rules for Steel Legion mechanized infantry.
Unlike the more conventional infantry forces found in Codex: Imperial Guard, Steel Legion infantry platoons are all mounted in
Chimera transport vehicles. The lure of the extra mobility and scary additional firepower, not to mention the rather splendid Steel
Legion figures, has doubtless seduced many former footsloggers into transferring over to the mechanized infantry.
But this wasn't enough, oh no! As the Chimera was at the very heart of the Steel Legion idea, we decided that it was time for a bit
more realism. The way vehicles are handled in the main Warhammer 40,000 rules was by necessity kept simple, but now that the
Codexes are out we have a far clearer idea of precisely which vehicles we are dealing with and what they ought to be able to do. The
result of this was the detailed rules for the Chimera.
The effect was a set of rules that forced passengers to use the rear ramp to get in and out rather than squeezing through vision slits,
that made use of the hull lasguns on the Chimera model and demonstrated the dangers of going into action with the top hatch open in
order to squeeze in an extra heavy weapon shot. Add on to this a special rule to capture the Chimera's amphibious qualities and voila -
a more characterful Chimera emerged.
The rules were left optional, though, because it didn't seem sporting to make the Chimera the only transport vehicle to be affected in
this way. Well, the time has come to extend this approach to the other enclosed transport vehicles. The rules detailed in this article
cover all transport vehicles in the game and should be used in games where all the players involved are aware of them. It is generally
good practice to take some time before starting a game to agree what the terrain effects will be and sort out any rules interpretations.
The vehicle rules, along with any other Chapter Approved topics, can be sorted out then so there are no nasty surprises for anyone.
Now the question you are probably asking is, "Why amend the way transports work?" Well, as mentioned earlier, with these rules you
will find that the individual characteristics of different transport vehicles start to come through. Have a look at these examples:
1) The ramp in the Land Raider is perfectly placed to allow it to drive right up to an objective and disgorge its passengers directly onto
ai -position. Even if the crew are shaken or stunned the Machine Spirit will keep the tank on target. By contrast, the passengers aboard
a Rhino must first disperse to the sides and/or rear of the vehicle before moving up. Also, it can be readily stopped by enemy fire prior
to attaining its objective.
2) Eldar vehicles are encouraged to speed to a drop zone, touch down momentarily while their fleet-footed charges disembark and
then resume speed and altitude immediately after.
3) The Chimera provides valuable protection for its vulnerable human cargo, allowing most of the squad to fight effectively from
within the vehicle while boosting their firepower a survivability considerably. This se, ves to further differentiate the Chimera from
the Rhino where the emphasis is placed far more on getting the embarked Space Marines or Sisters c, Battle into action rather than
cooping them up in the vehicle.
Before getting stuck into a vehicle-byvehicle analysis, there are a few things to clarify about transports in general.
Partial embarkation:
Units may not be split with some of their number inside a vehicle while others are outside. If an independent character is with the unit,
he may embark or disembark separately from the unit if desired.
A unit consolidating after hand-tohand combat must use one of the access points specified if they wish to re-embark. As partial
embarkation is not allowed, the whole unit must be able to embark for any of them to do so.
Whilst Ork Speed Freeks can fall back to their vehicles and embark, this is not an ability shared by other transported troops. With the
exception of Speed Freeks, units may not embark during a fall back move. If
and when they regroup then they may return to their vehicle.
Emergency Exit:
When a vehicle suffers a destroyed result and its passengers bail out they must use the access points specified for the vehicle. By way
of clarification, when a vehicle explodes no further harm befalls the passengers beyond the normal risk described in the crew and
passenger note in the Damage Rolls section on page 87 of the Warhammer 40,000 rulebook.
OK, that's the technical bit over with; now on to the transports. Each transport vehicle is explained in terms of three key features.
Access Points:
Access points are those parts of the model that a unit has to be within 2" of to embark and can disembark within 2" of. Inevitably,
conversions and customizations will make a difference on a model-to-model basis. If this is the case, then a brief discussion with your
opponent before the game should prevent any problems arising.
Fire Points:
Fire points are vehicle openings that can be used to fire from without reducing the vehicle's protective qualities. Remember that it is
possible to fire heavy weapons from a transport vehicle if the fire point rules for the vehicle permit but NOT if the vehicle moves.
Similarly, passengers with rapid fire weapons are considered to be moving if the vehicle is moving. In all cases a fire point can only be
used if it is possible to draw a line of sight to the desired target.
Notes:
Finally, any special features of the transport vehicle are explained. Some of these have a direct effect on the game, others are included
to provide some ideas for special scenarios or give a better perspective of the vehicle in question.
When a transport vehicle is destroyed and the passengers bail out they must use the specified access points. If any enemy troops are in
proximity, then the disembarking troops are in great danger, as they are almost helpless while clambering out of the wrecked vehicle.
Troops may not move within 1" of an enemy except in the Assault phase, so if a vehicle access point is blocked by an enemy model,
then it cannot be used. Any troops unable to disembark because of blocking enemy are either trapped in the burning wreckage or
finished off as they stumble out. Either way, they are killed. This also applies when a vehicle crew uses a crew escape mechanism to
form a new unit after their vehicle is destroyed.
CHOOSING TARGETS
A vehicle cartying passengers does not have to fire at the same target as the unit it is carrying.
This means that, for example, a Chimera can use its multilaser and heavy bolter to engage an
Ork Killer Kan while its passengers fire their lasguns at a Boyz mob.
ASSAULTING A VEHICLE
When moving to assault a vehicle the attackers must still move by the most direct route. This means you can't run past the front of a
vehicle and attack to the side.
RHINO
Fire Points - 1 The Rhino has a large hatch in its hull roof which can be used by up to two passengers as a fire point.
Unlike the Chimera this does not leave the Rhino open-topped as its passengers, whether they are Marines
or Sisters of Battle, wear power armor.
Access Points - 3 The Rhino has two side hatches and a rear ramp, any of which can be used as access points by the
passengers.
Notes The Rhino is the most ubiquitous military vehicle in the Imperium and is renowned for its reliability and
ease of maintenance. If a Rhino is immobilized, then in subsequent turns the driver may attempt to effect a
temporary repair instead of shooting. Roll a D6 in the Shooting phase and on a 6 the vehicle is free to
move. It doesn't matter how immobilization occurs - enemy fire, difficult ground or supercharged engine
failure - in all cases the problem may be something easily fixed.
If Orks select the Rhino as a looted vehicle, they can utilize it in much the same way as described above.
Passengers may not include any mega-armored Orks though, and use of the top hatch as a fire point will
qualify the vehicle as open-topped.
RAZORBACK
Most Chapters regard the Razorback as a compromise. accepting sorne loss of passenger capacity
compared to the Rhino in return for greatly improved firepower. The hatch in the hull roof of the Rhino is
Fire Points - 0
therefore replaced by the turret housing, leaving no fire points for the passengers. The turret provides
superior fire support for the squad and can optionally be augmented with a pintlemounted storm bolter.
The Razorback has two side hatches and a rear ramp, any of which can be used as access points by the
Access Points - 3
passengers.
Notes A Razorback looted by Orks cannot transport Nobs in mega-armor.
FALCON
Fire Points - 0 The Falcon is a far more sophisticated vehicle than anything possessed by the Imperium. It has the ability
to operate at high altitude and maneuver at dizzying speeds. The Falcon's passenger compartment is a
sealed, pressurized environment from which the passengers can observe events outside the hull from a
range of monitors. Such a vehicle has no place for crude hatches or firing slits so passengers may not fire
while embarked.
Access Points - 1 Passenger access is limited to the rear ramp.
WAVE SERPENT
Fire Points - 0 Like the Falcon, the Wave Serpent has much in common with an aircraft, and no fire points are provided
for passengers.
Access Points - 1 Passenger access is limited to the rear ramp.
CHIMERA
Fire Points - 2 The Chimera is fitted with six hull lasguns for the express use of the passengers. Up to six passengers can
use the hull lasguns provided. Additionally, one model may fire a weapon from the top hatch. The weapon
used may be heavy, although not if the Chimera moves. Models firing from the top hatch must engage the
same target as those firing the lasguns. If the hatch is used to fire from, then the Chimera counts as being an
open-topped vehicle for the rest of that turn and all of the opponent's subsequent turn.
Access Points - 1 Units being transported enter and exit via the access ramp at the back of the hull.
Notes Chimeras are amphibious vehicles and treat water features such as rivers, streams, lakes or seas as clear
terrain when they move.
IMMOLATOR
Fire Points - 1 The Immolator is similar in principle to the Razorback, except that its roof hatch is not compromised by the
fittings for the Inferno Cannon. Up to two passengers can stand up in the top hatch and fire while
embarked. The weapons fired may not draw a line of sight through the Inferno cannon, however.
Access Points - 3 The Immolator has two side hatches and a rear ramp, any of which can be used as access points by the
passengers.
Notes Like the Imperial Guard Hellhound, the Immolator contains inflammable materials. Unlike the Hellhound
these are entirely stowed within the hull. If, however, the top hatch is being used as a firing position, then it
exposes the interior of the vehicle and risks the fuel ammo being ignited. The vehicle counts as being open-
topped for the remainder of the current turn and the whole of the following enemy turn even though the
passengers are wearing power armor.
LAND RAIDER
Fire Points - 0 The Land Raider represents the pinnacle of armored vehicle technology in the Imperium. As such, the
measure of protection provided by its massively armored hull cannot be compromised by extraneous
hatches and firing ports. The top hatches are for the use of the Land Raider's crew and cannot be used by
passengers as firing ports.
Access Points - 3 The Land Raider has a large frontal access ramp and a hatch on each side of the hull, any of which may be
used to embark or disembark.
Notes There are two special features of the Land Raider (including the Land Raider Crusader) that are made
possible by the resolute and implacable Machine Spirit.
Fire Control - The Space Marine gunner is assisted in selecting and targeting the enemy by the Machine
Spirit. The Land Raider may always fire one additional weapon system to those it would normally be able
to fire (if, of course, it is not already firing all of them!). This shot may be against a different target to that
engaged by the crew. Automatic targeting is less accurate than if directed by a Space Marine and is
conducted with BS 2. If the crew are stunned or shaken and unable to fire, the Machine Spirit may still fire
a weapon using this rule.
Deus Ex Machina - If the crew are stunned and unable to direct the Land Raider, then the Machine Spirit
will take over temporarily. The Land Raider may be moved directly forward (yes, this means in a straight
line) up to its maximum move.
The Land Raider Is fully submersible to 36.57m. This does not mean that it won't throw a track on a reef or
get bogged down in a river bed, so they are immobilized as normal by difficult terrain.
Occasionally, a Land Raider is fielded by the Orks as a looted vehicle. Generally the same rules apply.
However, the Land Raider's transport capacity is limited to 5 Mega-Armored Orks or 10 others. The
Machine Spirit rules are not used for looted Land Raiders, as the Orks cannot safely approach the Land
Raider until the Machine Spirit has been disabled.
Chaos Land Raiders use the Machine Spirit rules, although they replace the Machine Spirit with something
altogethermore malign
Open-topped transports such as Dark Eldar Raiders, Ork Battlewagons and Ork Trukks are not affected by the type of rules being
introduced here but have been included for completeness and comparison.
OPEN-TOPPED TRANSPORTS
Fire Points Troops carried in an open-topped vehicle may fire any weapons if it is stationary and any non-heavy
weapons if it is moving 12" or less. This is exactly as stated on page 82 of the Warhammer 40,000
rulebook.
Access Points As the passengers can leap over the side of the vehicle, any part of it may be used as an access point.
Notes Open-topped vehicles are extremely vulnerable to attack. This is compensated for by the ease with which
passengers can fight from them.
As you can see, these amendments flesh out the capabilities of each type of transport vehicle and make using them not only a little bit
more challenging but also considerably more rewarding. Have fun!